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

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  • [Deleted User][Deleted User] Posts: 0
    edited April 2015
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  • InnueInnue Member Posts: 2
    Apologies if this is a stupid question, but I want to make sure I've enabled this right.

    If I am making an Elf who is a Cleric/Mage multiclass it should be classified as a High Mage in the current version? I see the others being classified correctly (Imoen as Spellfilcher), but my character has no designation as such in their character information screen. They seem to be appropriately restricted in their spells (no necromancy options).

    You did mention totems for certain other multi-classes, but not for the High Mage. Is that what I am doing wrong?

    And thank you for your amazing work on this! I lost all of my mod work on the original versions of the game and I was not relishing trying to recreate some of my favorite options.
  • [Deleted User][Deleted User] Posts: 0
    edited March 2015
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  • InnueInnue Member Posts: 2
    Thanks for the response! Much appreciated.
  • [Deleted User][Deleted User] Posts: 0
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  • HudzyHudzy Member Posts: 300
    I really like most of the ideas there to be honest. I already artificially limit what my mages can cast based on the specialization and that would make it even better.

    I do think generalists should get something, but I'm not sure what.
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  • ArnaeusArnaeus Member Posts: 90
    edited April 2015
    BEWARE THIS MOD!

    This mod makes unannounced changes not included in the readme. I have only installed a single component and found issues with this, but where it is in one component it is highly likely there are more undocumented changes.

    I caution against downloading this mod until the author actually reviews every segment of his mod and makes sure it is properly documented.

    The issue I found is that the "Revised Stat Bonuses, Stat Minimums, and Saving Throws" component alters the ABRACEAD.2DA file. The result of this change is the maximum strength of every single race is reduced by 1 at character creation.

    It also makes changes to bows for some reason.
  • DarkersunDarkersun Member Posts: 398
    edited April 2015
    Woot?

    This mod is great!!!

    Maybe there are some small not documented changes, but what you describe would be a bug.
    I did not test the latest version, but before it worked fine.

    Also its just a mod, if you don't like it you are not obliged to use it.

    subtledoctor, I really like the idea of making specialist mean something more. But would it still be compatibe to Tome and Blood? I like using both mods together.
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  • ArnaeusArnaeus Member Posts: 90
    edited April 2015
    apologies for being alarmist. I was just frustrated as it took me several hours of installing and uninstalling mods to work out what was causing my issues. My post was much harsher than what was required.
  • [Deleted User][Deleted User] Posts: 0
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  • QwynnQwynn Member Posts: 13
    Is there any way you could divide some of the components into even smaller bits?

    For example, allowing us to install thief and/or bard components, rather than just rogue classes. Or paladin and/or cleric components, rather than just divine classes.

    If that's already the case than I apologise. I haven't yet tried to install Scales of Balance. Still going through a host of ReadMes for various mods.

    I'm inquiring due to the fact that I've been attempting to puzzle out the order of installation for a combination of IWDification, Divine Remix, Song and Silence, Rogue Rebalancing, and Scales of Balance, while delicately avoiding overwriting what it is I want out of that combination.

    (Hells, I used to have Tome and Blood in that mix as well, but I decided to drop that in favour of making my life easier. And as much as I really wanted to toy with some of their changes, I realized I can get a lot of the same thing from a combination of other sources).

    Erm, yeah.
  • [Deleted User][Deleted User] Posts: 0
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  • QwynnQwynn Member Posts: 13
    edited April 2015
    @subtledoctor: Very interesting stuff! I'll absolutely take a look through it and do some tweaking. While I've never gone in-depth into the code for BG modding, I'm not unfamiliar from delving into things in a manner such as this. So long as excellent mod authors comment well, it /usually/ works out.

    The order I wrote those mods in is the order I have lined up. I based it off a /lot/ of readmes and your vague (if informative) example in SoB's readme. Though out of curiosity, is there any specific reason you slot IWDification after DR? I originally had it up there because I wanted to try DR's sphere system (and thus spells should be installed before it), but low and behold I learnt that said system isn't really working at the moment -- and I think I just realized I've been silly. This is what happens when you try to determine proper load order all night. You overlook very simple things.

    Well, now that you've helped me have an epiphany and also pointed me in the direction of poking around inside SoB, I have one final question for you: Which components are you running from Tome & Blood? My biggest concern was its armoured casting component and what would happen with all the other bard changes going on. Not to mention BG2 Tweakpack's version is a little more tempting for Fighter/Thieves.

    My apologies, I'm at the 'busy-thought and rambling' stage of being awake. I greatly appreciate your timely response though, so thank you kindly and continue the excellent work on Scales!

    Edit: Gods, uh -- Originally I wanted to install bard changes but not rogue (as I didn't want to split the swashbuckler) and install paladin kit changes while not changing the default cleric kits (but after looking over the mods again, I think it'll work out).
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  • QwynnQwynn Member Posts: 13
    edited April 2015
    To be fair, I have a few more than what I listed. This just so happens to be the troublesome middle-section that's been causing some issues.

    While both IR and SR do very much interest me, I think I'll pass on them until they are out of closed beta. They've gone on the list of 'things to toy with later' alongside FP&PS (which supposedly functions in EE) and a couple other things.

    SCS is already on my list for a few things.

    Sometimes I wonder why I decide to play modded versions of the EE's rather than just going the BGT route or some such.

    Feels like it'd be much easier at times, what with most of the mods being 'complete' for those versions.

    Heh.

    And thank you again for some (originally not intended) aid with my load order.
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  • QwynnQwynn Member Posts: 13

    I don't play the EEs because I can't play without Concentration Check, and I'm completely uninterested in the new NPCs. But I will say this: with a big mod list, the EEs are much more stable, much less crashy, than BGT.

    I have heard that, which is why I went for them.

    That, and I am slightly interested in Dorn and Rasaad.

    Also, me again!

    I ran into something, uh, strange.

    My Priests of Lathander became Abjurers on character creation and default Priests of Lathander in-game (rather than Springlords from SoB (or even Morninglords).

    As in, selecting the Springlord kit shows the Abjurer description, but once in-game te kit description becomes the default 'Priest of Lathander' rather than Springlord an functions as the default priest.

    It's probably non-issue as I have no intentions of playing said kit, but I thought it was unusual enough to merrit mention.

    For what it's worth, have my WeiDU log and .DEBUG and a screenshot. Something seems to have gone wrong between the NPC Kitpack's 'Improved Specilist Descriptions' (which shouldn't have installed, but apparently was) and the Springlord, but I am not really sure how it happened?

  • [Deleted User][Deleted User] Posts: 0
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  • QwynnQwynn Member Posts: 13
    It wouldn't be installing/uninstalling/reinstalling as I haven't done that.

    NPC Kitpack is over at G3.

    I did actually look through the .2da in NI, but I determined that that far under the hood is a little above my current understanding. The last time I worked with .2da files was when I was hand tweaking compatibility for NWN2 mods years ago. Safe to say it's been a long while.

    I'm going to reinstall without that one component from NPC Kitpack and see what happens (on a fresh folder, of course).
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  • Max_DamageMax_Damage Member Posts: 48
    Two questions:
    1)how does metamagic work with the sorcerer? They also gain the innates?
    Chain contingency is also an innate hopefully?

    2)"SPELL BATTLES: Spell Thrust and Minor Spell Deflection (renamed "Parry Magic") become repeatable innate abilities, acquired at levels 3 and 5. Parry Magic deflects 2 spell levels; Spell Thrust will affect spell protections of level equal to the caster's level divided by 3. Secret Word deafness a Deafness secondary effect. Ruby Ray of Reversal gains a Blindness secondary effect. Pierce Shield gains a Breach secondary effect. Minor Spell Turning, Spell Deflection, and Spell Turning become Minor Spell Absorption, Spell Absorption, and Greater Spell Absorption, respectively."

    How does this one work with SR v4? Installed after SRv4 of course
    Because in SR v4, spell thrust only affects spells up to level 5 and minor deflection only protects against the spells up to lvl 5.
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  • QwynnQwynn Member Posts: 13

    Got it. It's actually a bug in NPCKit, it has nothing to do with Scales of Balance. The "Improved Specialist Descriptions" modifies the wrong fields in kitlist.2da when installed onto BGEE.

    If you want, unzip the attached file and drop the .tp2 into the NPCKit folder, replacing the one there, and then reinstall. (Or, just don't use the specialist description component.)

    Someone should go mention this on the NPCKit forum... (EDIT - just did)

    Apologies, been out most of the day.

    I did reinstall which fixed the issue. I didn't want that component to begin with, so uninstalling it was no big deal.

    Thank you nonetheless though. At least a bug was solved for some mod, even if it wasn't a compatibility issue specifically to SoB.

    I'l be off now and leave you be. Cheers!

  • trumfnatortrumfnator Member Posts: 1
    Love your Mage Kit ideas.
    Do you still plan to make lingering song available sooner for bards?
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