Skip to content

Status updates for my modding projects (new tweak release 13/10/26)

AllbrotherAllbrother Member Posts: 282
edited 6:44PM in General Modding
Hi.

At any given time I have a number of modding projects for the IE games that I've started, but haven't finished laying around my drives.

I know nobody's asked, but whenever I work on one of them and get something done, I kinda wanna talk about it, but since they're nowhere near release there's no outlet for it.

So I figured I'd make thread here to talk about the things I've done lately. It's mostly for myself, but if anyone has any thoughts on anything posted here, they're more than welcome to share them.

Disclaimer: Nothing posted here is guaranteed to receive (further) release


Current projects:

1.Repeatable quest pack.
Release Status: Alpha 1.0.1
Development Status: On hold
Last update: 07.09.2026

2.Combat rules overhaul.
Release Status: Unreleased
Development Status: On hold
Last Update: 11.09.2026

3.Tweak Pack
Release Status: Release 1.2
Development Status: On hold
Last Update: 13.10.2026

4.Pack of new kits, existing kit and class revisions/reworks.
Release Status: Partial Release
Development Status: In progress
Last Update: 07.10.2026
Post edited by Allbrother at

Comments

  • AllbrotherAllbrother Member Posts: 282
    edited September 18
    So for the first progress report/preview, I wanted to talk about the latest thing I worked on.

    I have an old, deprecated Wizard Slayer overhaul and I wanted to rework it for inclusion in my kit pack and I think it's just about done.

    When thinking about what I wanted to do with the wizard slayer, I envisioned a warrior covered in holy/unholy/arcane/whatever symbols tattooed/branded/carved onto them that glow and use their life force to fuel their abilities, so that's what I themed it around.

    Kit description:
    WIZARD SLAYER: This warrior has undergone grueling rituals, branding ancient symbols on <PRO_HISHER> body in pursuit of unlocking techniques to hunt down spellcasters of all kinds and resist their abilities.

    Advantages:
    – +1% Magic Resistance per level to a maximum of 40% at level 40.
    – May use the Craft Bombs ability at will, allowing the wizard slayer to craft several bombs for use in hunting down spellcasters.
    – May use the Steel Resolve ability once per day at level 1. Gains additional uses at levels 6, 11 and 16.

    STEEL RESOLVE: At the cost of damage equal to 10% of <PRO_HISHER> max HP (knocking <PRO_HIMHER> unconscious if it would put <PRO_HIMHER> below 1 HP), the wizard slayer gains +1 bonus to saves against spells from the school of Enchantment for 1 turn. The bonus improves by 1 at levels 10, 20, 30 and 40 to a maximum +5.

    – May use the Focused Resistance ability once per day at level 3. Gains additional uses at levels 8, 13 and 18.

    FOCUSED RESISTANCE: At the cost of damage equal to 25% of <PRO_HISHER> max HP (knocking <PRO_HIMHER> unconscious if it would put <PRO_HIMHER> below 1 HP), the wizard slayer gains 10% magic resistance and +1 bonus to Save vs. Spell for 1 turn. The bonuses improve by 10% and 1 respectively at levels 10, 20, 30 and 40 to a maximum of +50% and +5.

    – May use the Nulify Magic ability once per day at level 5. Gains additional uses at levels 10, 15 and 20.

    NULIFY MAGIC: The wizard slayer exerts <PRO_HIMHER>self to the extreme, suffering damage equal to 50% of <PRO_HISHER> max HP (knocking <PRO_HIMHER> unconscious if it would put <PRO_HIMHER> below 1 HP) to create a zone of dead magic around <PRO_HIMHER>self, which persists for 1 turn. Anyone attempting to cast a spell in the area will experience 100% spell failure, however the effect will wear off within 1 round of leaving the area.

    – May learn the Brutal Feedback high level class ability instead of Resist Magic. This modifies Steel Resolve and Focused resistance to reflect (enchantment only in the case of Steel Resolve) spells targeted directly at the wizard slayer, in addition to their previous effects.

    Disadvantages:
    – -1 to Strength, Dexterity and Constitution.
    – May only specialize (2 points) in any weapon.
    – Hit Die: d8

    More info on the bombs:
    I use the store interface, started via an innate ability to "craft them". There's 2 bombs, each costs 1000 to make

    Glitter Bomb
    This bomb, once activated by interacting with a wizard slayer's blood (inflicting damage equal to 1+ 5% of their max HP), can be thrown at the ground.
    Upon contact, it will explode and create a cloud of glittering golden particles within the area of effect.
    All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds.
    In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures.
    The dust fades in 4 rounds~

    Breaching Bomb
    This bomb, once activated by interacting with a wizard slayer's blood (inflicting damage equal to 1+ 5% of their max HP), can be thrown at a target.
    Upon contact, it will explode and disrupt magical protections affecting the target as the spell Breach.

    I've been playtesting it for a bit in BG1. Got to level 6, tried to fight Khark and even with the headstart I got by him dumping his spellbook in my dead magic zone, he still beat me when he ran out of spells and started swinging his katana lol...
  • NiewiemNiewiem Member Posts: 32
    I think that the amount of live you are loosing is too big for bonuses that you get.
  • shaigan22shaigan22 Member Posts: 64
    Just pick one mod which is the closest to release and https://www.youtube.com/watch?v=OSxbmueg0eM
  • AllbrotherAllbrother Member Posts: 282
    Niewiem wrote: »
    I think that the amount of live you are loosing is too big for bonuses that you get.

    On which ability?
  • AllbrotherAllbrother Member Posts: 282
    I haven't done much today, just some finishing touches on the wizard slayer and working out concepts and potential executions for kensai.

    So instead I want to talk about where I left the combat overhaul. It's (currently) built on 3 pillars - changes to proficiencies, changes to weapons and changes to armor. Also I got an idea for how to do an engagement mechanic today and that will probably go into this too at some point. Anyway, back to what's already done for it:

    Proficiency:
    -Splits morningstar and flail in separate proficiencies

    -Splits up scimitar/wakizashi/ninjato as their appearance indicates:
    -scimitar gets sole use of the proficiency
    -wakizashi is moved to short sword
    -ninjato is moved to long sword

    -Enables 5 pips in all proficiencies for all classes

    -Standardizes thac0 penalty for using weapons without proficiency to 4 for all classes

    -Enables all classes to gain APR from proficiency

    -Removes APR gain on levels 7 and 10

    -Standardizes gains for every proficiency point - first point enables use with no penalty, each further point gives bonus 1 to thac0/dmg/speed factor and 0.5 APR to a max of +4 and 2 apr.

    -Enables 5 proficiency points in all weapon styles

    -Changes weapon style bonuses as follows:
    -2H: +1dmg per point
    -S&B: +1 AC to shield per point
    -SWF: +1 critical threat per point
    -TWF: 0 points = -5/-10 thac0 with main/offhand. Each point reduces penalty by 1/2.

    -Revises proficiency gain per class as follows (points at lvl 1/point ever x level):
    fighter: 6/3
    paladin/ranger/figher 2multi/ranger multi: 4/4
    cleric/thief/bard/druid/shaman/fighter 3multi/cleric multi/thief multi: 2/5
    mage/sorc/monk: 1/6

    Weapons:
    -Makes all weapons usable by everyone.

    -Changes speed weapons to provide 1/day haste instead of APR.

    -Each weapon type gets different base APR ranging from fastest 3 APR (e.g. dagger) to slowest 0.5 APR (e.g. heavy crossbow)

    -Converts all missile damage to piercing/slashing/crushing depending on source.

    -Changes many weapon types to use best of damage (e.g. swords get best of pierce/slash, morningstars get best of pierce/crush)

    -Changes melee weapons to gain only dmg from STR, not thac0

    -Spears are made one-handed. Attack animations courtesy of Project Javelin.

    -Darts and longbows get bonus strength damage.

    -All melee weapons' range (except Halberds) is set to 1.

    -All weapons types get special abilities as follows:

    -Daggers/Clubs: +1 to backstab modifier.
    -Spears/Staffs/Halberds: Bonus to AC equal to 1+ weapon enchantment level.
    -Katanas: Bonus to critical chance equal to ((1 + weapon enchantment level) * 5)%.
    -Long Swords/Ninja-to/Bastard Swords/Axes: 10% chance on hit to inflict additional weapon die of damage if the enemy fails a save vs death with a penalty equal to the weapon's enchantment level.
    -Short Sword/Wakizashi/Scimitar: 10% chance on hit to inflict a bleed that deals 1+weapon enchantment level damage per second for 1 round on a failed save vs death with a penalty equal to the weapon's enchantment level. Stacks.
    -Mace/Morningstar: 10% chance on hit to inflict 1% penalty to physical damage resistances for 20 turns on a failed save vs death with a penalty equal to the weapon's enchantment level. Stacks.
    -Hammers: 10% chance on hit to inflict knockdown for 1 round on a failed save vs death with a penalty equal to weapon enchantment level.
    -Flails: 10% chance on hit to cause enemy to drop weapon on a failed save vs breath with a penalty equal to weapon enchantment level.
    -Greatswords: Successful hits inflict 1d4 cleaving damage to other enemies near the target.

    Armors:
    -All armors are usable by everyone.

    -AC is converted to % bonus to max HP and Physical resistances. The rates are 10% max HP and 2% base resistance per AC point below 10. Additionally armors weak to specific damage type get a 1% rate to it instead and likewise. armors strong vs a dmg type get 3% against it. I've taken cues from vanilla AC bonuses, but it's not 1 to 1.

    -Putting on armor incurs fatigue on par with haste. This is to balance the fact that bonuses to max hp can be used to heal.

    -Magical armors don't block AC items.

    -Thieving and spellcasting is enabled with all armors. Sneaking is unchanged.

    -Armors carry penalties to APR, Casting Speed, Dexterity and Pickpocketing as follows:
    -Full Plate (0.5 APR, 6 DEX/CS, 60 PP)
    -Plate (0.5 APR, 5 DEX/CS, 50 PP)
    -Splint/Scale (4 DEX/CS, 40 PP)
    -Chain (3 DEX/CS, 30 PP)
    -Hide (2 DEX/CS, 20 PP)
    -Studded Leather (1 DEX/CS, 10 PP)
    -Leather/Robe (N/A)

    -Armor strength requirements adjusted as follows:
    -Full Plate: 18
    -Plate: 16
    -Splint/Scale: 14
    -Chain: 12
    -Hide: 10
    -Studded Leather: 8
    -Leather: 6
    -Robe: N/A

    -Elven and mithril armors behave as if 2 tiers lower.

    -Helmets no longer protect against crits. Instead they all gain +1 to AC and saves, in addition to any other bonus they might have.

    -Made helmets usable by everyone.

    -Shields get +2 ac across the board on top of what they already had. So an unenchanted shield now improves AC by 3.

    -Made shields usable by everyone.
  • megrimlockmegrimlock Member Posts: 124
    Is the repeatable quest pack the same as the Skyrim-style radiant quests you were going to put into each of the major towns in BG1? I was very grateful that you released Oublek's Jobs as the first part of that.
  • AllbrotherAllbrother Member Posts: 282
    Yes, that's the one, though the quests are a bit more quest-y than Skyrim's generating critters in a cave.

    Btw I am taking feedback on it if you or anyone else that might've tried it has any
  • AllbrotherAllbrother Member Posts: 282
    I spent most of my pc time today playtesting and fiddling with a new ability of my rendition of the undead hunter, trying to get it to work the way I want and I finally got it.

    It's an aura ability that pulses out every round for a turn, giving level drain immunity to friends and dealing damage to undead. The issue I was having with it was that for some reason the op272 I was using to implement its pulses was being weird, randomly either skipping a round or worse yet, double pulsing. I spent so long changing different things on the spell, splitting it in different spells, changing the projectile, adding different projectiles, adjusting the targets and so on and so forth... And just when I was prepared to admit defeat, on a whim it occurred to me to try implementing it via op333 instead and it just worked. The only minor issue was that it persisted for all 11 pulses even through rest, but that was easily solved by a delayed op321.

    So tldr is that I finally have a working proper aura ability and a blueprint for more

    Anyway, here's the (non-final) undead hunter's description:
    UNDEAD HUNTER: This holy avenger has honed <PRO_HISHER> abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities.

    Advantages:
    – +3 bonus to hit and damage rolls against undead creatures.
    – May cast Hold Undead once per day at level 1. Gets additional uses every 5th level.

    – May cast Negative Plane Protection Aura once per day at level 7. Gains additional uses ever 7th level thereafter.

    Negative Plane Protection Aura:
    For 1 turn, positive energy pulses out in an area around paladin once every round. Allies affected by each pulse are protected from level drain for 2 rounds, while undead are damaged for 1d10 magical damage.

    Disadvantages:
    – May not use Lay On Hands ability.
  • EndarireEndarire Member Posts: 1,555
    Maybe I missed it, but where can we download these released versions?

    Are they also EET compatible?

    Thankee!
  • AllbrotherAllbrother Member Posts: 282
    edited September 21
    Added links for the ones that have some kind of release to the op. I've no idea about eet compatibility and no interest in it. fwiw, someone's tried the quest pack with eet. But I make no promises
  • AllbrotherAllbrother Member Posts: 282
    I got an itch to play an avenger a bit and since my revision of it isn't done, I figured I'd use the playthrough to test a couple of tweaks instead.

    1.You know how on some areas random critters will just spawn just behind you when you walk every now and then? Well, I got rid of all random spawn points. I think it works fine, makes walking around significantly less annoying, and makes firewine bridge 100% less annoying but it does make some areas like the gnoll stronghold feel less populated than they should.

    2.You know how the game incentivizes you to level alone to not split xp, grind high value critters like basilisks, golems, sirines etc and then pick up you party leveled up? Well, I figured it might be more fun to not do that and not feel penalized for it. So my second tweak did 2 things:

    a) it removed all xp for killing things

    b) it turned all reward xp into quest xp. So for example talking down the guy in the beregost bar gives you 900 xp to split between all members of the party in vanilla, with my tweak it gives 900xp to each member of the party.

    I think this one worked great. It really smoothed out the levelling curve. Where usually I'd be at the cap within 30min in chapter 1, now I'm at just under 100k after clearing out cloakwood and everything I could think of outside of bg, apart from durlag's and northern tales areas. And one mod quest gave me 18k xp reward, significantly over everything else. It actually might be a little low for otherwise vanilla run, could possibly add several xp modifier options at install time. But overall I've been enjoying playing like this much more than usual
  • AllbrotherAllbrother Member Posts: 282
    edited October 7
    So I've decided to release my classes and kits pack into separate modules and I've been working on the Paladins recently and they're now done. I've added a link to the OP.

    In general, the changes aren't made to be buffs (arguably they could be called nerfs actually), but to make them more fun (for me) to play by ditching passive bonuses and giving them more active abilities and earlier spellcasting. You can see the specifics on the mod page

    I haven't had the chance to test these extensively so I'd appreciate feedback, especially wrt to bugs but I'll also take balance and design feedback
  • AllbrotherAllbrother Member Posts: 282
    So I played around a while with my new paladins and while it definitely felt better than vanilla, the experience still wasn't quite where I want it to be. So I've decided to redesign my redesign with more aggressive changes.

    Currently the plan is to:

    -Give them spellcasting at level 1 and their own spellbook and move all active abilities there.
    -Give them a new slot of their current spell level every character level until next spell level is unlocked, then add slots to that.
    -Unlock new spell levels every 5 levels up to spell level 6. So 1, 6, 11, 16, 21 and 26 with maximum spell slots of 5 5 5 5 5 5 at level 31.
    -For the spellbook the current plan is to have 3 spells at each spell level - a smite, a personal buff and an aura.
    -Tentatively, this is what I currently have for the trueclass paladin in terms of spells:

    Level 1: Divine Smite (1 round on hit 1d(cha-10) bonus dmg), Armor of Faith (vanilla), Aura of Protection (as the current version, except considering halving the duration and linger)
    Level 2: Blinding Smite (1 round on hit 2d(cha-10) bonus dmg and blind on failed save), Draw Upon Holy Might (vanilla), Aura of Courage (fear cleanse and immunity)
    Level 3: Branding Smite (1 round on hit 3d(cha-10) bonus dmg and glitterdust on failed save), Sacred Weapon (weapon enchantment bonus (cha-10)), Aura of Loyalty (charm/confusion effects immunity)
    Level 4: Staggering Smite(1 round on hit 4d(cha-10) bonus dmg and knockdown on failed save), Aegis of Virtue (personal fear/charm/confusion immunity), Aura of Freedom (immunity to negative effects affecting movement, up to and including petrification/imprisonment)
    Level 5: Banishing Smite(1 round on hit 5d(cha-10) bonus dmg, destroy summons and maze others on failed save), Righteous Magic (vanilla, considering only the maximized dmg version), Aura of Life (level drain and death effects immunity)
    Level 6: Devastating Smite(1 round on hit 6d(cha-10) bonus dmg and save or die), Champion of Light (currently considering an apr buff for this), Smiting Aura (baseline smite in allied aura)

    -Only 1 aura would be able to be used at a time.
    -For kits, their smite effects are planned to be added on top of regular smites and their auras are planned to replace aura of protection, with some reworks.
  • AllbrotherAllbrother Member Posts: 282
    edited 6:39PM
    I've added a new download on my tweak pack with some new (and a couple of old) tweaks I've been playing with recently. I've decided that going forward the tweak pack will have separate files for each tweak category, because the installer was getting absurdly unwieldy. So this is the first module released in this way, the misc tweaks.

    Components:

    Revised Rest
    This component makes the following changes:
    -Disables regular resting in dungeons.
    -Changes the rest interruption chances in outdoor non-city areas to ~52% during the day and 100% during the night. Chances are configurable via wl_user_config file in the mod folder.
    -Adds an innate ability called Short Rest, which refreshes fatigue and spells and advances time by 1 hour. It can be used once per true rest.

    Revised XP
    This component makes the following changes:
    -Removes all kill xp
    -Removes all bonus xp for traps/locks/spell learning
    -Turns all reward xp into quest xp for each party member. So if a quest originally awarded 1000xp to split among the party, it'll now award 1000xp to each party member

    Remove Spawns
    This component removes auto spawn points from every area.
    These are most noticeable in places like Firewine Ruins or Gnoll Stronghold, where they constantly spit out enemies when you pass by, but they're used in a lot of areas to less egregious extents.
    So you might notice some areas being much emptier than you remember.

    Revised Lore:
    This component makes the following changes:
    -The lore gain per level is adjusted as follows: Bards(6), Mages(5), Clerics/Druids (3), Shaman/Sorcerer(2), others(1)
    -The lore bonus from int/wis is adjust to 2 lore per attribute point above/below 10. So 9 would be -2 and 11 would be 2.

    Ensure Good Bhaal Powers:
    This component ensures any new character in BG2: SoA starts with the powers for maintaining good reputation in BG1 - x2 each of Cure Light Wounds, Slow Poison and Draw Upon Holy Might.

    Import SoD Items:
    This component makes sure the items that can be imported from SoD if your character played through that campaign, will also show up for newly created characters in SoA or imported characters that didn't go through SoD or didn't have them in their inventory.

    Enable Stealing From All Shops:
    This component enables the thieving interface on every shop in the game.

    Revised Player AI
    This component makes it so the player and any joinable NPC start with the item use, special ability casting, offensive casting and defensive casting checkmarks ticked off in the enhanced script.

    Import Stat Tomes For Newly Created Characters:
    This component adds the stat tomes from BG1 to Galoomp the Bookkeeper if a character is newly created. His conversation will have a new option "Do you have any special tomes?" that will allow you to purchase them.
Sign In or Register to comment.