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Universal Archer Kit v1.0: Archer Kit for Fighters, Paladins, and Thieves

semiticgoddesssemiticgoddess Member Posts: 14,800
edited May 2019 in General Modding
I've always loved Archers, but I was never very fond of rangers. I always wanted a gnomish or halfling Archer for the save bonuses, or a human Archer who could dual-class to mage or thief. So, I've created a new Archer kit for fighters, as well as an Archer kit for paladins and thieves.

The Archer kit is identical to the original ranger kit, with two exceptions: first, the ranged damage bonuses no longer slow down after level 18 (and now scale up to level 50 if your install removes the XP cap). Second, Archers can gain Grandmastery in slings and darts as well as bows and crossbows.

The classes still retain their unique differences. Archer rangers and thieves will still be able to use stealth, Archer paladins and rangers can still cast spells, and Archer thieves will still be able to set traps. However, Archer thieves will no longer be able to backstab (like regular Archers, they are not adept at close range combat) and will only gain 15 skill points per level instead of 25, in lieu of a regular Archer's armor restrictions (which would be redundant for a thief who can't wear metal armor before Use Any Item anyway).

Post edited by semiticgoddess on
RaduzielGusindaPantalionLudwig_IISharGuidesMyHandPermidion_Stark

Comments

  • SharGuidesMyHandSharGuidesMyHand Member Posts: 2,532
    edited March 2019

    1432569563094.jpg

    The gnomish community thanks thee!

    semiticgoddessRaduzielGusinda
  • masteralephmasteraleph Member Posts: 147
    Curious- what’s the effect on damage output by allowing GM on slings and darts? I’ve read your ranged damage comparison far too many times, but this presumably should throw a wrinkle into it.

  • semiticgoddesssemiticgoddess Member Posts: 14,800
    @masteraleph: It makes things more balanced between the weapon types. Without GM, darts are a pretty poor option for Archers for the purposes of damage output, as are slings. With GM, each weapon type is fairly comparable in terms of damage output. I calculated some quick values for an Archer at level 9 or 15, using the "best" BG2 dart, sling, crossbow, shortbow, and longbow, and assumed 19 Strength for sling damage. The first set of data, highlighted in red, is when GM is available for slings and darts. The second set of data is for the unmodded game, in which GM is only available for shortbows, longbows, and crossbows.

    skurbxh47ra6.png

    Naturally, the values are different if you're using special ammunition, the Gauntlets of Specialization, haste effects and other buffs, or you're using a different weapon (like the Gesen Bow instead of the Tuigan Bow). Basically, GM compensates for the weak per-hit damage of darts by adding +3 damage and it compensates for the low APR for slings by adding +0.5 APR compared to specialization.

    It won't make darts or slings overpowered; it just bumps them up to the level of bows and crossbows.

    Grond0StummvonBordwehr
  • PsicoVicPsicoVic Member Posts: 749
    edited May 2019
    Hi, very nice add, gettin tactics only for this kit is tiresome. Also liked the paladin archer, I played one in Pathfinder.
    is there any possibility to make an archer kit for thieves too? I always wanted to play an archer with thieving abilities (not fighter-thief, a mage-archer, halfling cleric-slinger or pure thief with archery). Thx!

  • semiticgoddesssemiticgoddess Member Posts: 14,800
    @PsicoVic: Sure, why not? I updated the mod to include an Archer kit for thieves. You can download the new version from the first post of this thread. Also, welcome to the forums!

    Since thieves are already restricted to leather armor and can already only put one proficiency point in melee weapons (the original drawbacks for Archers), I've given Archer thieves unique disadvantages: they cannot backstab, and they will only gain 15 skill points per level instead of 25. Note that Archer thieves, like other thieves, will not be able to use longbows until Use Any Item and will not be able to put proficiency points in longbows.

    PsicoVicGusindaDJKajuru
  • PsicoVicPsicoVic Member Posts: 749
    edited May 2019
    Wo-ho ho, gotta try it, thx so much!

    edit: I do not know if it is my fault, but i had a message: Sys_error /lang.es/dialog.tlk access denied"
    The kit is there, but there is no label for it.

    Post edited by PsicoVic on
  • OlvynChuruOlvynChuru Member Posts: 2,753
    semiticgod wrote: »
    @PsicoVic: Sure, why not? I updated the mod to include an Archer kit for thieves. You can download the new version from the first post of this thread. Also, welcome to the forums!

    Since thieves are already restricted to leather armor and can already only put one proficiency point in melee weapons (the original drawbacks for Archers), I've given Archer thieves unique disadvantages: they cannot backstab, and they will only gain 15 skill points per level instead of 25. Note that Archer thieves, like other thieves, will not be able to use longbows until Use Any Item and will not be able to put proficiency points in longbows.

    Sounds similar to the Sharpshooter kit from Song and Silence.

  • semiticgoddesssemiticgoddess Member Posts: 14,800
    @OlvynChuru: I haven't played many kits mods besides my own, but in retrospect, it wouldn't surprise me if they were similar or even identical.
    PsicoVic wrote: »
    Wo-ho ho, gotta try it, thx so much!

    edit: I do not know if it is my fault, but i had a message: Sys_error /lang.es/dialog.tlk access denied"
    The kit is there, but there is no label for it.
    I'm afraid I don't recognize the error message. Is that from the WeiDU command line or was it a pop up from your computer? Depending on your operating system, your computer might be refusing to allow WeiDU to install the mod properly if the game is installed under Program Files or Program Files (x86).

    When you say there's no label for the kit, do you mean there's a blank space during character creation where the kit should show up? I've seen that issue in the past, and I think it was due to not installing ModMerge on a BG:EE+SoD install, but I'm not really sure.

  • PsicoVicPsicoVic Member Posts: 749
    Sorry, my fault, just had the EEkeeper opened while I tried to install the kit, silly me. So the dlg.tlk cannot be edited. Now it works just fine. Thanks!

    semiticgoddess
  • SouplesseSouplesse Member Posts: 131
    edited September 2019
    Wow ! I wanted a archer with thief’s skills and i find this thread... jesus.
    Archer thief can GM in short bow? And they get thaco as thief or as ranger/fighter ?
    Thx

    Ok i made some tests, the archer thief kit keep thief taco progression!

    Post edited by Souplesse on
    semiticgoddess
  • SouplesseSouplesse Member Posts: 131
    Hmmm

    Semeticgod, do you know if the kit is « keepered ». To make a multi archer fighter/thief ?

  • Permidion_StarkPermidion_Stark Member Posts: 4,611
    edited October 2019
    @semiticgod
    Is there any way to create a Throwing Dagger weapon proficiency so that Archers can specialise in using them? I would love to play an Archer Thief who specialises in throwing daggers.

  • semiticgoddesssemiticgoddess Member Posts: 14,800
    @Souplesse: I think it's possible to assign the kit and the kit benefits via EEKeeper. I understand that there are some issues, at least in earlier updates, in which multi-classed kits would get double benefits due to the kit applying to each level.

  • masteralephmasteraleph Member Posts: 147
    Does the thief get the extra apr from specialization/gm? Does the Paladin?

  • semiticgoddesssemiticgoddess Member Posts: 14,800
    @masteraleph The thief does not, unless you have a different mod installed. The paladin does.

  • StefanOStefanO Member Posts: 345
    edited October 2019
    There is an installation conflict with the cdtweaks component "Remove Experience Cap".

    I installed the universal archer kit in a clean BG2 V2.5 installation directory without problems. When I tried to remove the experience cap via cdtweaks, the installation failed with the error message
    ERROR: Cannot find 6 rows with at least 42 columns.ERROR: [backstab.2da] -> [override] Patching Failed (COPY) (Failure("Cannot Set 2DA Entry"))
    

    Please see the zipped SETUP-CDTWEAKS.DEBUG below.


  • DJKajuruDJKajuru Member Posts: 3,282
    Thank you so much @semiticgod , I'm currently playing with an archer thief and it's got a nice Robin Hood feel to it , not to mention that playing a different thief kit allows you to have Imoen and other thieves along without feeling like it's got too redundant.

  • semiticgoddesssemiticgoddess Member Posts: 14,800
    @StefanO: This mod has since been merged into the Cross Class Kits mod, so we can talk about these issues in the other thread. I believe I've fixed the issue by extending the backstab entries to level 50; I was able to install the CDTweaks component after the kit without an error. Uninstall the Universal Archer Kit and install the CrossClassKits mod instead (I just updated it), and that CDTweaks component should install properly.

  • StefanOStefanO Member Posts: 345
    Thanks. Switching to the Cross Class Kits mod solved my problem.

  • SouplesseSouplesse Member Posts: 131
    edited March 2
    @semeticgoddess
    Thanks again for this kit!
    In eekeeper, all the « archers » have the same name! So i don’t know which one is the archer fighter or paladin or thief ..
    In kit selection I see something like
    Archer
    Archer
    Archer
    Archer
    ;)

  • semiticgoddesssemiticgoddess Member Posts: 14,800
    edited March 3
    @Souplesse: When last I tried to assign them with EEKeeper, I looked at the kit ID's in EEKeeper and compared them to the ID's listed in Near Infinity (I believe it was in the KITLIST.2da table). My guess is the first one that pops up in EEKeeper is the ranger kit, then the fighter kit, then the paladin kit, then the thief kit.

  • SouplesseSouplesse Member Posts: 131
    Ok perfect ! I will check!

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