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Modern mods rebalancing classess/items/ spells

PicolloPicollo Member Posts: 3
edited July 2024 in BGII:EE Mods
So back in the time I've been playing with mods alot. And I wanted to play EET again. But last time when I was playing you'd install Divine Remix\ Rogue Rebalancing\ Refinements, and there were beta releases of Item Revision mod- so ancient times.

What are modern appraches to class/ spell/ item rebalances?

From what I've seen, SCS is still main tool to improve combat difficulty, so I'll skip asking about this.

Comments

  • TrouveurTrouveur Member Posts: 900
    Hi, you could try the ambitious Talents of Faerun by SCS author, but it's still in beta state.
    https://gibberlings3.github.io/Documentation/readmes/readme-dw_talents.html
    Others alternatives :
    For divine classes I like Deities of Faerun : https://www.gibberlings3.net/forums/topic/30780-kit-pack-deities-of-faerûn-bgee-bg2ee-iwdee-and-eet/#comment-273828
    For other kits Artisan's Kitpack and Bardic Wonders : https://artisans-corner.com/
  • RayCatRayCat Member Posts: 28
    Artisans kitpack lets you add some playability to some of the overlooked kits. The beastmaster being focussed on summoning armies of beasts looks much more fun and a dagger fighting thief etc.

    I use scales of balance and YARAS, although different armor systems tend to just be flavour.

    Forgotten armaments has the option to make all those "set strength/etc to X" items only increment them, this makes charisma actually useful in BG2 rather than just trivial. I like to also play with the charisma reaction in the 2das so 16 is meaningful in addition to the conversation triggers that require 18.
  • morpheus562morpheus562 Member Posts: 563
    Tactics Remix (full disclosure: my mod) is going to make combat more difficult than SCS. Forgotten Armament (also my mod) is going to add over 100+ new items and update over 100 existing items along with the changes noted above. Skills and Abilities (my mod) offers many class updates (e.g., bards can pick locks/disarm traps, class overhauls and tweaks) and other changes like net new non-combat proficiencies.
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,821
    Picollo wrote: »
    So back in the time I've been playing with mods alot. And I wanted to play EET again. But last time when I was playing you'd install Divine Remix\ Rogue Rebalancing\ Refinements, and there were beta releases of Item Revision mod- so ancient times.

    What are modern appraches to class/ spell/ item rebalances?

    From what I've seen, SCS is still main tool to improve combat difficulty, so I'll skip asking about this.

    Personally I would build rebalancing modlist around mods from one author (eg. Morpheus562, Artisan, Subtledoctor, DavidW etc.) as usually mod there is more synergy and compatibility between them. And they follow the same mindset, so also consistency. You can add individual tweaks from other tweak packs for finetuning.
  • morpheus562morpheus562 Member Posts: 563
    Cahir wrote: »
    Picollo wrote: »
    So back in the time I've been playing with mods alot. And I wanted to play EET again. But last time when I was playing you'd install Divine Remix\ Rogue Rebalancing\ Refinements, and there were beta releases of Item Revision mod- so ancient times.

    What are modern appraches to class/ spell/ item rebalances?

    From what I've seen, SCS is still main tool to improve combat difficulty, so I'll skip asking about this.

    Personally I would build rebalancing modlist around mods from one author (eg. Morpheus562, Artisan, Subtledoctor, DavidW etc.) as usually mod there is more synergy and compatibility between them. And they follow the same mindset, so also consistency. You can add individual tweaks from other tweak packs for finetuning.

    I'd caveat and say that I use and work around a lot of Artisan's mods and that our stuff generally works and plays nice with each other. Skills and Abilities will do checks on if Artisan's works are present and adjust accordingly.
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