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Unearthed Arcana presents Scales of Balance: a post-hac tweak pack


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On 1/8/2023 at 8:50 AM, Guest MassFantasy said:

Hi,

I can't install the combat skills component, it doesn't show at all during the installation. Is it because I haven't installed the feats component from Might and Guile?

I haven't, because of an error:

ERROR: cannot convert D5SHADD or %D5SHADD% to an integer

Anyone know what might be wrong, how to make it work?

I'm installing on IDEE - bunch of npc and quest mods, systemic and tweak mods are exclusively subtledoctor's, I think.

i think you need the pre release version https://github.com/UnearthedArcana/Scales_of_Balance/releases

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On 1/8/2023 at 6:50 AM, Guest MassFantasy said:

Hi,

I can't install the combat skills component, it doesn't show at all during the installation. Is it because I haven't installed the feats component from Might and Guile?

I haven't, because of an error:

ERROR: cannot convert D5SHADD or %D5SHADD% to an integer

Anyone know what might be wrong, how to make it work?

I'm installing on IDEE - bunch of npc and quest mods, systemic and tweak mods are exclusively subtledoctor's, I think.

I have various mods in pre-release states: Scales of Balance, Might & Guile, and Faiths & Powers. With these mods, you must use all of the relase versions together, or all of the pre-release versions together. That means the latest

  • v6 of SoB,
  • v5 of MnG,
  • v0.85 of FnP.

Or,

  • v5 of SoB,
  • v4 or MnG,
  • v0.84 of FnP.
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@subtledoctor sorry, I'm a little bit confused:

I'm installing SoB, got these components so far:

~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v6.3.4
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v6.3.4

But component 123, the new expanded combat skill system, just gets skipped because already included:

Spoiler

[F:\001-GAMES\BALDURS_GATE\Tools\WeiDU\249.00\weidu.exe] WeiDU version 24900
Using Language [English]
Using .\lang\en_us\dialog.tlk
SKIPPING: [WPO - Weapon Proficiency Overhaul -> NEW Expanded Combat Skills System]
    already included
weidu_external/lang/english/ubsetup.tra file not found. Skipping...

 

Is this correct? Does it get skipped because I already installed the feats component from MnG? As far as I understand, SoB 123 should have adjusted the feat system, not be skipped entirely.. right?

relevant part of the log:

Spoiler

~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #60 // Add the Weaponmaster (fighter kit): 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #97 // Add the Ninja (fighter/thief kit): 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #105 // Add the Spellfilcher (mage/thief kit): 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #110 // Add the Loremaster (mage/thief kit): 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #120 // Add Regional Ranger kits: 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #200 // Feats (but stop! Maybe try Scales of Balance Combat Skills instead!): 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Archery: 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #225 // Revised Ranger Spell Table: 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #280 // Revised Backstabbing: 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #290 // Revised THAC0 Progression: 5alpha12.7
~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #400 // Bard Overhaul: Multiclass Bards: 5alpha12.7
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #25 // Choosee a Sphere System -> nuFnP: a new sphere system (fewer spheres, more balanced, closer to PnP): 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #31 // Install Cleric kits: 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #33 // Install Druid kits: 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #36 // Install Paladin kits -> ...for all those, PLUS Neutral/Evil/demihuman deities: 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #45 // Revised Paladin Spell Table: 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #75 // Alter Priests' Weapon/Armor Usability: 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #80 // Apply Sphere System (REQUIRED for the sphere system to work): 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #91 // Multiclass Druids: 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #92 // Multiclass Shamans: 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #95 // Multiclass Cleric kits (install AFTER all other kit mods!!): 0.85sd15
~FAITHS_AND_POWERS\FAITHS_AND_POWERS.TP2~ #0 #99 // Apply FnP Multiclass Kits to NPCs: 0.85sd15
~5E_SPELLCASTING\5E_SPELLCASTING.TP2~ #0 #100 // Change All Casters to 5E System: 1.15
~5E_SPELLCASTING\5E_SPELLCASTING.TP2~ #0 #902 // Bonus Spell Slot Items and 5E Casters -> bonuses to casting slots only: 1.15
~A7-CONVENIENTEENPCS\A7-CONVENIENTEENPCS.TP2~ #0 #3 // Modify Enhanced Edition NPCs -> Decide for each NPC individually: v4.3
~A7-CONVENIENTEENPCS\A7-CONVENIENTEENPCS.TP2~ #0 #203 // Modify individually: Hexxat -> Make Hexxat passive: v4.3
~A7-CONVENIENTEENPCS\A7-CONVENIENTEENPCS.TP2~ #0 #204 // Modify individually: Neera -> Make Neera passive: v4.3
~A7-CONVENIENTEENPCS\A7-CONVENIENTEENPCS.TP2~ #0 #205 // Modify individually: Rasaad -> Make Rasaad passive: v4.3
~A7-CONVENIENTEENPCS\A7-CONVENIENTEENPCS.TP2~ #0 #440 // Change portrait: Rasaad -> BG2 style: v4.3
~A7-CONVENIENTEENPCS\A7-CONVENIENTEENPCS.TP2~ #0 #542 // Change class/kit: Neera -> Chaos Sorcerer: v4.3
~A7-CONVENIENTEENPCS\A7-CONVENIENTEENPCS.TP2~ #0 #663 // Change class/kit: Hexxat -> Shadowdancer: v4.3
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #1000 // Edwin appearance -> BG1: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #1011 // Imoen appearance -> BG2: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #1021 // Jaheira appearance -> BG2: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #1031 // Minsc appearance -> BG2: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #1041 // Viconia appearance -> BG2: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #1050 // Cameo NPCs appearance: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #2043 // XP for Traps, Spells and Lockpicking -> Disabled: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #2052 // XP for killing creatures -> Decrease to 50%: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #2061 // XP for quests -> Decrease to 75%: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4020 // Higher framerates support: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4040 // Import party items to SoA: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4060 // Wand Case: 1.12
~EET_TWEAKS\EET_TWEAKS.TP2~ #0 #4070 // Key Ring: 1.12
~HOUSETWEAKS\HOUSETWEAKS.TP2~ #0 #16 // House Tweaks: Hoodless Thief Avatars: 1.91
~TNT\TNT.TP2~ #0 #3 // Improved trap detection: increase trap sense range: v8.20
~TNT\TNT.TP2~ #0 #6 // Trap intuition -> not in combat: v8.20
~TNT\TNT.TP2~ #0 #8 // Trap intuition: pause game -> ground traps only: v8.20
~TNT\TNT.TP2~ #0 #10 // Trap intuition: toggle Find Traps automatically: v8.20
~TNT\TNT.TP2~ #0 #13 // Trap intuition: play "trap found" sound: v8.20
~TNT\TNT.TP2~ #0 #14 // Improved trap detection: core (REQUIRED for any of previous traps components to work): v8.20
~TNT\TNT.TP2~ #0 #16 // Extended soundsets for joinable NPCs -> Additions only: v8.20
~TNT\TNT.TP2~ #0 #22 // No talking when hiding in shadows: v8.20
~TNT\TNT.TP2~ #0 #31 // Sensible wand of frost -> Single target: v8.20
~TNT\TNT.TP2~ #0 #35 // Improved Shandalar's cloak: v8.20
~TNT\TNT.TP2~ #0 #38 // Distinct quest items: v8.20
~TNT\TNT.TP2~ #0 #41 // Spider form ignores web: v8.20
~TNT\TNT.TP2~ #0 #65 // Improved strongholds: v8.20
~TNT\TNT.TP2~ #0 #68 // More map notes: v8.20
~BP_IN_BG\BP_IN_BG.TP2~ #0 #100 // add access to the Black Pits in BGEE/EET: 0.9
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow [plainab/grogerson]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons [Lava] -> Only replace icons that aren't already unique: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3151 // Remove Annoying Visual Effects from Equipped Items -> Remove all of the above: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First area only: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Non-Magical Shields, Helms, and Armor: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-Out Dialogues: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn [DavidW/Zed Nocear]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1160 // Multiple Strongholds [Sabre, Baldurdash, Weimer] -> No restrictions: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1226 // Adjust Cromwell's Forging Time -> Eight hours: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior [plainab]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove experience cap: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No restrictions: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of both methods: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters -> Arcane and divine magic: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal [Ardanis/GeN1e]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps [Ardanis/GeN1e]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multi-Class Restrictions -> Install options one and two (everyone can multi-class anything): v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes [sarevok57]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields [Angel]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2530 // Lightning Bolts Don't Bounce [Angel]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2540 // Speed Up de'Arnise Keep Stronghold Quests: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% learn spells and no maximum cap: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound [Weimer]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3092 // Increase Jewelry, Gem, and Miscellaneous Item Stacks -> Stacks of 80: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3101 // Increase Potion Stacking -> Stacks of 40: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3111 // Increase Scroll Stacking -> Stacks of 40: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs can be angry about reputation but never leave [Salk]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark [Weimer]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3183 // Romance Cheats [Sabre, Richardson, Weimer]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere [japheth]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items [icelus]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3260 // Recoverable Ammunition [argent77] -> 25% chance to recover after a successful hit: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3271 // Recoverable Throwing Weapons [argent77] -> 50% chance to recover after a successful hit: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize Automatic Save Names -> Use scheme: 000000000-Protagonist-Save-Name: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3330 // Make Party Members Less Likely to Die Irreversibly: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #3355 // Create Interval Saves [argent77] -> Every 30 minutes (cycle through four saves): v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC Pairs to Separate: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 values: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 values: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 values: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 values: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4140 // Don't Auto-Assign Advanced AI Scripting to Party: v16
~CDTWEAKS\SETUP-CDTWEAKS.TP2~ #0 #4180 // Removable NPC Items: v16
~HIDDENGAMEPLAYOPTIONS\HIDDENGAMEPLAYOPTIONS.TP2~ #0 #38 // Add in-game options for Tweak Anthology's "Create Interval Saves": 3.0
~IMOENISSTONE\SETUP-IMOENISSTONE.TP2~ #0 #0 // Imoen gets turned to stone in Promenade fight: 1.0
~BG1NPCMUSIC\SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~HQ_SOUNDCLIPS_BG2EE\HQ_SOUNDCLIPS_BG2EE.TP2~ #0 #0 // Install high quality soundclips for new BG2EE content: 1.2
~DRUIDGROVEMAKEOVER\SETUP-DRUIDGROVEMAKEOVER.TP2~ #0 #0 // Druid Grove Area Visual Makeover
~PPE\SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.02
~PPE\SETUP-PPE.TP2~ #0 #150 // Category Portraits (Recommended) -> Random: 1.02
~PPE\SETUP-PPE.TP2~ #0 #20 // Replace Low Quality TOB & SOA Portraits: 1.02
~PPE\SETUP-PPE.TP2~ #0 #40 // Vampire NPCs: 1.02
~LIGHTINGPACK\SETUP-LIGHTINGPACK.TP2~ #0 #1 // Shader script files for lighting control -> Slightly increased contrast, brightness and gamma: v3.0
~LIGHTINGPACK\SETUP-LIGHTINGPACK.TP2~ #0 #102 // Modify Color Temperature -> Apply preset "Daylight (neutral)" (6,500 Kelvin): v3.0
~EET_END\EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4052 // Decrease the rate at which reputation improves -> Reputation increases at about 1/3 the normal rate: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4162 // Increase the price of a license to practise magic in Athkatla -> License costs 20,000 gp: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4171 // Increase the price asked by Gaelan Bayle -> Gaelan wants 60,000 gold pieces: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7150 // Improved Carsa/Kahrk interaction: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: 34.3
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: 34.3
~ZGTWEAKS\ZGTWEAKS.TP2~ #0 #1001 // Change Planetars to use their SoD solar-based artwork: 1.7
~ZGTWEAKS\ZGTWEAKS.TP2~ #0 #10000 // Bag of Spilling (move bugged supposed-to-be-available items to a bag in the creature's inventory): 1.7
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v6.3.4
~SCALES_OF_BALANCE\SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v6.3.4

 

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2 hours ago, Gwaihir said:

Does it get skipped because I already installed the feats component from MnG? As far as I understand, SoB 123 should have adjusted the feat system, not be skipped entirely.. right?

This. Combat Skills is a reimagining of the feat system, and uses many of the same feats. But it uses a different method - proficiency points - so it has to be installed after any mods that alter the proficiency system. So it got moved from MnG to SoB. But even though they ate far apart, it is an either/or situation. 

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So, I’ve put some work into separating the Combat Skill Points (“CSP”) code from the proficiency system changes (i.e. what bonuses you get for 2 pips, 3 pips, etc. in a weapon). Both the CSP and the old WPO system will use a synchronized version of the weapon groupings in component #121, so the code will be simpler and shared. I can now provisionally graft the Combat Skills onto:

  1. the unmodded proficiency system
  2. the Scales of Balance WPO system
  3. the CDTweaks BG1 proficiency groupings
  4. the CDTweaks IWD proficiency groupings

This should make the CSP changes more modular and compatible and better at accommodating different players’ preferences. The one major consequence of this is, it means removing the “attack speed” skill and keeping APR improvement as it is in those proficiency systems. OTOH this means there is a stat available for a new skill! 

At any rate, the immediate question is, are there any other mods out there with proficiency systems or weapon groupings that I should look at for compatibility? 

Edited by subtledoctor
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[...]
cdtweaks:2520;cdtweaks - Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel)
SkillsAndAbilitiesNewProf3;Skills and Abilities - NWN2 Style Proficiency Progression
scales_of_balance:124;Scales of Balance - WPO - Fighting Style Changes
cdtweaks:2060;cdtweaks - Weapon Styles for All
[...]

 

Edited by Graion Dilach
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I don't think order matters here since they effect different things. So long as you don't install both Scales of Balance AND Skills and Abilities Weapon/Fighting Styles you will be good. Similarly, don't install Scales of Balance AND Skills and Abilities rebalanced weapon profs. Feel free to mix and match between the two, and you shouldn't have an issue.

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3 hours ago, Graion Dilach said:

Yeah, Skills and Abilities. https://github.com/Gibberlings3/Skills-and-Abilities

I'm currently mixing it with SoB 124. So far it worked.

I don't have the clearest idea of what that mod does, precisely. The installer only gives several options for accelerated proficiency advancement (which advancement would be overwritten by the CSP system anyway)... I don't know what changes to proficiency groupings are involved in which components of the S&A mod. Like, I know that CDTweaks BG1 Profs collapses all weapon proficiencies into stats 95 through 110; and CDTweaks IWD Profs collapses them into stats 94 through 110. In both cases, my CSP mod simply moves stats 104-107 up to 89-92, because CSP itself needs to use stats 104 through 110.

I guess I'll try installing it and see what weapprof.2da looks like with S&A installed.

EDIT - okay I see, S&A... hm. Looks like it collapses all weapons into stats 97 through 105, and adds proficiency-progression-based feats in stats 89 through 93, plus 106 and 107. And, leaves 94 through 96 unused?

So, could I make the CSP system compatible with S&A? Honestly, I'm not sure. I suppose I could move "MISSILE" (104) and "POLEARM" (105) up to stats 94 and 95. And move "THROWN" (106) or "ARCHERY" (107) up to stat 96... but the S&A system and the CSP system would still overlap by one stat, and I'm not sure that could be worked around. Normally the workaround would be to combine two similar weapons, but the S&A mod has already aggressively combined all weapons that can be reasonably combined. Not to mention the technical concerns - S&A presumaby has some kind of proficiency detection going on that gives appropriate bonuses for "Thrown" and "Archery," and if I moved those then I would have to change his detection mechanisms, and I have no idea how those work.

Not to mention the conceptual overlap: CSP has a skill for "throwing weapons" and one for "ranged accuracy," so it doesn't really make sense for them to coexist with different skills for "Thrown" and "Archery." CSP also has a series of choosable feats under the rubric of "Physical Fitness," and S&A has a series of feats in a "Conditioning" category that are attained in a linear progression. Would it make sense for a game to have both "Physical Fitness" feats and "Conditioning" feats?

I don't know. I could see making these work together, maybe, very theoretically... but is it worth it? S&A is more than a proficiency system//category change, it has a feat system bound up with it. It's kind of doing the same thing CSP does... shouldn't players choose one or the other?

- - -

I suppose there is also Holic's 3.5 mod, that seems to have proficiency system changes as well. But I'm not sure what exactly it changes (haven't ever installed it) and honestly I'm not sure it's really worth putting effort into compatibility with that one...

EDIT - the 3.5 mod doesn't even install on my BG2EE 2.6.6 game, so... not gonna worry about that one.

Edited by subtledoctor
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9 minutes ago, subtledoctor said:

I don't have the clearest idea of what that mod does, precisely. The installer only gives several options for accelerated proficiency advancement (which advancement would be overwritten by the CSP system anyway)... I don't know what changes to proficiency groupings are involved in which components of the S&A mod. Like, I know that CDTweaks BG1 Profs collapses all weapon proficiencies into stats 95 through 110; and CDTweaks IWD Profs collapses them into stats 94 through 110. In both cases, my CSP mod simply moves stats 104-107 up to 89-92, because CSP itself needs to use stats 104 through 110.

I guess I'll try installing it and see what weapprof.2da looks like with S&A installed.

EDIT - okay I see, S&A... hm. Looks like it collapses all weapons into stats 97 through 105, and adds proficiency-progression-based feats in stats 89 through 93, plus 106 and 107. And, leaves 94 through 96 unused?

So, could I make the CSP system compatible with S&A? Honestly, I'm not sure. I suppose I could move "MISSILE" (104) and "POLEARM" (105) up to stats 94 and 95. And move "THROWN" (106) or "ARCHERY" (107) up to stat 96... but the S&A system and the CSP system would still overlap by one stat, and I'm not sure that could be worked around. Not to mention the technical concerns - S&A presumaby has some kind of proficiency detection going on that gives appropriate bonuses for "Thrown" and "Archery," and if I moved those then I would have to change his detection mechanisms, and I have no idea how those work.

Not to mention the conceptual overlap: CSP has a skill for "throwing weapons" and one for "ranged accuracy," so it doesn't really make sense for them to coexist with different skills for "Thrown" and "Archery." CSP also has a series of choosable feats under the rubric of "Physical Fitness," and S&A has a series of feats in a "Conditioning" category that are attained in a linear progression.

I don't know. I could see making these work together, maybe, very theoretically... but is it worth it? S&A is more than a proficiency system//category change, it has a feat system bound up with it. It's kind of doing the same thing CSP does... shouldn't players choose one or the other?

- - -

I suppose there is also Holic's 3.5 mod, that seems to have proficiency system changes as well. But I'm not sure what exactly it changes (haven't ever installed it) and honestly I'm not sure it's really worth putting effort into compatibility with that one...

I view this as 100% a one or the other thing. Additionally, there are more proficiencies/feats that get added to mine if other mods are present. If you are running a clean install and only install Skills and Abilities, you will be 3 or so profs short of what the component does allow. The readme outlines these more in-depth about what gets added and what the specific prerequisites are. If you install SoB Weapon/Fighting Styles and SaA profs, then it will be fine. If you do vice versa, you will be good. Just don't overlap the two as I describe above.

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