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[MOD] -Scales of Balance- a post-hac tweak mod

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  • GrammarsaladGrammarsalad Member Posts: 2,582
    I think it should be possible for vanilla fighters at least to specialize with the crossbow.

    I like making them available to all along with clubs, though. I believe IR will be implementing a 'pause' feature with the crossbow ( similar to the a scorcher spell I think--an interesting idea).
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  • GrammarsaladGrammarsalad Member Posts: 2,582
    Is it possible to do backstab with a ranged weapon in bgee? I know it is possible in vanilla with tobex. That would really be a great feature--properly balanced of course!--for the sharpshooter...Just a quick thought
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  • CrevsDaakCrevsDaak Member Posts: 7,155

    slings = 1 to 2.5 apr, 2d3 crushing damage

    This would make them too overpowered. They already get bonus from STR (note: I don't know if this is changed by this mod, but it's vanilla behavior so I assume so) and they get huge damage bonus from enchantment, too. I'd say 1.5 apr, since it's not that easy to load a Sling.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I couldn't get it--ranged backstabbing--to work in my 20 minutes of research. Doesn't mean it isn't possible, of course. Even if not, you can simulate it with 286 (param 2 at 200% or whatever) for a short duration ability at least e.g. 'sniper shot'.

    I like the slinger idea.

    You could have different sorts of called shots that different classes specialize in. Maybe sharpshooters focus on damage (maybe with some poison) marksman already seem to focus on 'debuffs' perhaps slingers could be somewhere in between these two and archers could be 'magicy'.
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  • FrecheFreche Member Posts: 473
    I saw that you recommend to also install IWDification for bards, should that one be installed before or after this mod?
    And what about the Arcane and Divine Packs, do they also work or should they be skipped?

    Thanks for a very interesting mod, currently waiting for this to reach 0.8 before starting a new play through :)
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  • FrecheFreche Member Posts: 473
    Reading your previous post about kits it looks like the issue was assigning the correct kit id for the characters?
  • RoarRoar Member Posts: 41
    edited September 2014
    the Necromancer's cantrip 'stiffen bones' is an AOE slow, not single target. Its overpowered as a cantrip, is this a bug?
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  • FrecheFreche Member Posts: 473
    edited September 2014
    I'm pretty sure you can save the ids to variables during the actual kit install then call those variables when assigning kits to characters.
    That way would however require kits and char alterations to be done during the same install (which most people do).

    Look at the old Wild Sorcerer mod which have a component to change Neera to a Wild Sorcerer.
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  • FunkaveFunkave Member Posts: 31
    Hi subtledoctor, is a HLAs module going to be developed? Refinements and Rogues Rebalanced did great, but the fist is incompatible with EE while the latter does not cover the Shadowdancer and your kit variations obviously.
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  • CrevsDaakCrevsDaak Member Posts: 7,155
    Yeah, I meant EE vanilla. BG2 vanilla didn't had slings that gave STR damage bonus, but BG1 did.
  • RoarRoar Member Posts: 41
    edited September 2014
    thats a fast patch on the necromancer's cantrip @subtledoctor‌ ! I havent got a chance to play since but ill try out the hotfix and let u know if it works. :)

    edit: the hotfix works!
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  • GrammarsaladGrammarsalad Member Posts: 2,582
    I think item revisions has, or will have ranged backstabbing...i seem to remember being able to do it myself. Iirc, it was like the critical hit protection toggle using one of the unused bits under the header flags--i think that is the right terminology. If so--and I certainly could be wrong--it is not there in bgee--like critical hit protection
  • RoarRoar Member Posts: 41
    bug with mage cantrip: befuddle cantrip has an aoe effect.
  • CrevsDaakCrevsDaak Member Posts: 7,155

    I think item revisions has, or will have ranged backstabbing...i seem to remember being able to do it myself. Iirc, it was like the critical hit protection toggle using one of the unused bits under the header flags--i think that is the right terminology. If so--and I certainly could be wrong--it is not there in bgee--like critical hit protection

    That flag is added by TobEx, so, yeah it's not in the EE.
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  • FrecheFreche Member Posts: 473
    I'm not that experienced when it comes to creating mods but can't you use a similar loop for checking kits?
    read 2da entry now, loop a read 2da entry former that checks the names in the first column and once you know the row for the correct name you check the id column?
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