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[mod] Skills and Abilities

morpheus562morpheus562 Member Posts: 620
edited December 2024 in General Modding
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.
Post edited by morpheus562 on

Comments

  • deratiseurderatiseur Member Posts: 330
    Is it a joke ? This mode boosts all Weapon Styles, except two-weapons Style, which is nerfed? (just becomes "normal" at 3 points) WTF?
  • morpheus562morpheus562 Member Posts: 620
    deratiseur wrote: »
    Is it a joke ? This mode boosts all Weapon Styles, except two-weapons Style, which is nerfed? (just becomes "normal" at 3 points) WTF?

    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.
  • MistercuriousMistercurious Member Posts: 43
    I am curious - what happened to the skills and abilities mod? It has disappeared from The Gibberlings website and the links in this thread do not seem to work. Is the mod still available (I do hope it is...)
  • morpheus562morpheus562 Member Posts: 620
    It is not currently available as I will be transitioning it and my other work to a self-hosted site. No ETA, but they will be back up.
  • MistercuriousMistercurious Member Posts: 43
    Cool, thank you for letting us know - I will download an actual version once it's available again.
  • morpheus562morpheus562 Member Posts: 620
    Official release for version 2.5 which brings the following enhancements:
    • Fixed protection spells overhaul to account for BGEE install.
    • Revert/remove nerf to two weapon fighting style with the weapon style revisions.
    • Epic Toughness nerfed to only +10 HP (previously +20 HP).
    • Wizard Slayer can use more items.
    • Added Simplified Chinese translations courtesy of FujiiYakumo Yukari.
  • morpheus562morpheus562 Member Posts: 620
    Skills and Abilities official release for version 2.6 which brings the following enhancements:
    • Nerfed Wizard Slayer's chance to dispel on hit to 10% (prior was 25%).
    • Update Wizard Slayer to dispel magic on hit at twice the Wizard Slayer's levle (previously set to 30).
    • Nerfed Wizard Slayer's cumulative chance of spell failure on hit to 5% (prior was 10%).
    • Updated lua file for Wizard Slayer to use Detect Illusions as it wasn't working for dual classes.
    • Fixed description for swiftblade, armor, archery, and thrown weapons proficiencies.

    https://www.morpheus-mart.com/skills-and-abilities
  • morpheus562morpheus562 Member Posts: 620
    Skills and Abilities official release for version 2.8 which brings the following enhancements:
    • Fixed bug with Conditioning Prof to remove blindness effects.
    • Fixed bug with Divine Prof to remove hold/paralysis effects.
  • morpheus562morpheus562 Member Posts: 620
    Skills and Abilities official release for version 2.9 which brings the following enhancements:
    • Fixed bug with 2 pips in Sword and Shield Style only applying 20% of the time.
    • Removed Overhaul PfMW comonent as that is now part of Tactics Remix.
  • Kensei_xXxKensei_xXx Member Posts: 314
    edited January 20
    Does the „add new HLAs for all classes“ component has to be installed after any new Kits or Class Mods, if you want the new kits to make use of it? Lets say if I use your Kitpack or Artisans, wich one comes first?
  • morpheus562morpheus562 Member Posts: 620
    Kensei_xXx wrote: »
    Does the „add new HLAs for all classes“ component has to be installed after any new Kits or Class Mods, if you want the new kits to make use of it? Lets say if I use your Kitpack or Artisans, wich one comes first?

    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."
  • morpheus562morpheus562 Member Posts: 620
    Skills and Abilities official release for version 3.0 which brings the following enhancements:
    • Fixed movement speed opcode for Heavy Armor and Conditioning proficiencies for better compatibility across mods.
    • Fixed bug with multiclass fighters getting more than 2 pips where it was deleting ranged pips.
    • Added new BAM file for Paladin's Divine Smite, courtesy of zenblack.
  • dunehunterdunehunter Member Posts: 24
    I notice that APR bonus of 2h style remains for 6 seconds if you swap weapon, and if you swap from other weapon style into 2hander, it also requires 6 seconds to regain these 0.5 apr bonus.

    Is this an engine limit?
  • morpheus562morpheus562 Member Posts: 620
    Skills and Abilities official release for version 4.0 which brings the following enhancements:
    • Updated Heavy Armor, Conditioning, and Swift Blade proficiency groups to have a max of 3 pips instead of 5.
    • Added Skald Kit Enhancements component.
    • Corrected Allow Fighter Multiclasses to Achieve Higher than Specialized component so it would not reduce the number of pips a creature has.
    • Corrected Dragoon kit to get Heavy Armor Proficiency.
    • Corrected Blades receiving the incorrect bonus APR.
    • Paladin updates component will now grant all Paladin and Paladin kits with disease immunity.
  • HugotheRedHugotheRed Member Posts: 3
    So they Overhaul Proficiency System component doesn't work. I get a "ERROR: Failure("ERROR: CLONE_EFFECT does not support file type SPL\003")" I have tried installing without other mods other than the required ones "eeex and Lefreut" so I don't think it is compatibility issues.
  • morpheus562morpheus562 Member Posts: 620
    edited October 6
    Can you post your weidu log and debug files please?

    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?
    Post edited by morpheus562 on
  • HugotheRedHugotheRed Member Posts: 3
    Didn't realized you responded so fast. And it's for Icewind Dale EE, I failed to mention that, haven't tested this mod out on BG1 or 2 yet. I will get those files in a bit. Though I have since installed other mods. Mostly quest and companion mods and some components from tweaks anthology. Everything else works from your mod including HLA
  • morpheus562morpheus562 Member Posts: 620
    I was able to replicate the same error with IWD on my end. I'll see what's going on and get a fix out.
  • HugotheRedHugotheRed Member Posts: 3
    Cool, thank you.
  • morpheus562morpheus562 Member Posts: 620
    Skills and Abilities official release for version 4.1 which brings the following enhancements:
    • Fixed bug so the proficiency component should now work with IWD: EE.
  • GiovanskiGiovanski Member Posts: 17
    "Overhaul Proficiency System - Add New Proficiencies and Weapon Styles" throws up an error when installed after the "Fighter Overhaul" component from Artisan's Kitpack.

    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.
    // Log of Currently Installed WeiDU Mods
    // 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
  • morpheus562morpheus562 Member Posts: 620
    Artisan kicked me off his discord and made his stuff incompatible with mine. Nothing I can do on my end.
  • morpheus562morpheus562 Member Posts: 620
    For context. Back in the day Artisan wanted to have his fighter overhaul give 2 pips in all weapons to a fighter once they got to a certain level. The issue was that any profs with more than 2 pips would get reduced to 2 pips. No bueno. I offered a solution for him using splprot.2da so it updated any profs that had less than 2 pips and wouldn't reduce the number of pips in a prof. I then updated skills and abilities to check for this component so only fighter related weapon profs would be effected and the fighter wouldn't gain pips in spell craft, concentration, spell penetration, devotion, etc.

    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.
  • GrammarsaladGrammarsalad Member Posts: 2,590
    Good to see this mod is still kicking around
  • GiovanskiGiovanski Member Posts: 17
    @morpheus562
    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.
  • shaigan22shaigan22 Member Posts: 3
    edited November 15
    @morpheus562 it's sad to hear things like this. I wasn't going to mess with classes/kits in my install until I had seen your Skills and Abilities mod - it was the first time when I saw the modifications which really make sense. Then I started to explore some other possibilities like Artisan's, and I also have found some nice parts. Soooo... yeah, it's very sad that someone is putting incompatibility on purpose in our already-not-so-easy-to-combine-well mod environment.
    Thanks for your mods!
  • shaigan22shaigan22 Member Posts: 3
    @morpheus562 BTW, the discord link on your site doesn't work
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