[mod] Skills and Abilities
morpheus562
Member Posts: 620
It is with great pleasure and excitement that @Grammarsalad and I are moving our Skills and Abilities mod into ALPHA release state.
Introduction
This mod is a collection of class, skill, proficiency, and stat updates. This is an alpha release with the intention of adding more class, skill, and stat updates in the near future while further refining the new proficiencies that are being added. Yes, these are actual, functional, useable, proficiencies that can be assinged on the character creation and level up screens. Yes, I am intimately familiar with the limited resources in the game, and no detectable spells were harmed in the making of this mod.
Some components require EEex to work, and those are identified with (EEex Required).
Compatibility
This mod has components (outlined above) requiring EEex created by Bubb to work. If you install these components, you will need to launch your game with InfinityLoader.exe instead of the standard Baldur.exe file.
Being this requires EEex to run, Windows is required at this time.
Special Thanks
Bubb for all of his work on EEex.
aVENGER for use of a function to update clab files.
You can download the latest version of the mod here.
Introduction
This mod is a collection of class, skill, proficiency, and stat updates. This is an alpha release with the intention of adding more class, skill, and stat updates in the near future while further refining the new proficiencies that are being added. Yes, these are actual, functional, useable, proficiencies that can be assinged on the character creation and level up screens. Yes, I am intimately familiar with the limited resources in the game, and no detectable spells were harmed in the making of this mod.
Some components require EEex to work, and those are identified with (EEex Required).
Compatibility
This mod has components (outlined above) requiring EEex created by Bubb to work. If you install these components, you will need to launch your game with InfinityLoader.exe instead of the standard Baldur.exe file.
Being this requires EEex to run, Windows is required at this time.
Special Thanks
Bubb for all of his work on EEex.
aVENGER for use of a function to update clab files.
You can download the latest version of the mod here.
Post edited by morpheus562 on
0
Comments
Two Weapon Style is incredibly overpowered compared to the other weapon styles. Unlike vanilla progression for the proficiency, the player is going to need to invest more than 2 pips into it or suffer damage loss to the main and offhand weapon. The prof is still nerfed compared to vanilla as the 3 pip benefit only has the damage loss on the offhand weapon. Focus is on balance between weapon styles, and this puts them all on closer footing.
https://www.morpheus-mart.com/skills-and-abilities
Per the mod's readme: "I recommend installing this mod near the end of your install. I do my install after Tactics/SCS and other tweak mods."
Is this an engine limit?
EDIT: I just did two clean installs (BG1 and BG2) without issues, and I am running an install on a heavily modded EET install without issues. Do you by chance have bad files in your override that it is going through?
ERROR: cannot convert bow_lt2 or %bow_lt2% to an integer
ERROR: [c0fig04.spl] -> [override/c0fig04.spl] Patching Failed (COPY) (Not_found)
Only DLCMerger and Fighter Overhaul is installed. Using the most recent master release of Artisan's Kitpack (Nov. 6). I'm guessing the issue has to do with Power Attack and Expertise from the kitpack mod? Reversing the install order allows both to install clean, but I remember there was a skill component from this Skills & Abilities mod that allowed 2 pips into an "Improved Power Attack" skill section which required Fighter Overhaul to be installed first.
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.7
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #1100 // Artisan's Kitpack: Fighter Overhaul: 6.0
After Artisan kicked me off his discord, it appears he changed the names of the variables he adds to splprot.2da, the ones I gave him and the ones I'm checking against to ensure compatibility with his work. As such, you're receiving the error because it can't find the variable it is expecting to find. If you install his fighter overhaul after skills and abilities you'll also have a broken game because now your fighters will gain pips in profs they are not supposed to have and it can lead to some weird interactions. I recommend at this time to just install one or the other.
I appreciate the behind-the-scenes info. Since my mish-mash install order is so convoluted for changes to combat rules (Artisan mods, subtledoctor mods, this mod...), I'll just use nearinfinity to edit out undesired side effects. It's not ideal, but I don't mind.
Thank you for creating and continuing to support all your mods.
Thanks for your mods!