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


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Something like this seems like it would be more focused and managable. Split Tome & Blood in two, split Might & Guile in two, and split Scales of Balance into three mods. Then combine SD's Random Tweaks with some of those.

BP-in-BG + IWD-Integration

  • combine into one mod?

SubtleD's Spell Tweaks

  • spell schools
  • opposition schools
  • saving throw overhaul
  • mr penetration
  • revised illusionary clones
  • revised invisibility system
  • ...alternate invisibility system?
  • cantrips
  • revised familiars
  • random spell tweaks

Tome & Blood

  • Aquadrizzt's sorcerer kits
  • revised specialists
  • innate sequencers
  • innate find familiar
  • sorcerer spell switching
  • multiclass sorcerers

Will to Power

  • no changes

Might and Guile Kits

  • fighter kits
  • ranger kits
  • thief kits
  • 1E/multiclass bards (remove 5E casting)
  • 2E bard kits

Might and Guile Class Tweaks

  • revised multiclassing
  • improved rangers
  • revised archery
  • ranger spell table
  • revised stalker (?)
  • revised beastmaster
  • quickstride
  • revised monk fists
  • revised backstabbing
  • revised rogue/priest thac0

Faiths & Powers

  • no changes

5E spellcasting

  • 5E total conversion
  • Arcanist kit (if not full conversion)
  • 5E casting for bards (if not full conversion)

SubtleD's Item tweaks

  • YARAS
  • enchantment stuff
  • IWD tweaks
  • functional tweaks
  • universal potions
  • armored casting for bards
  • GROUP random tweaks

Combat Skills & Proficiencies

  • streamlined weapon groups
  • proficiency overhaul
  • combat skills system
  • revised fighting styles
  • apr on spec

SubtleD's Stat Overhauls

  • stat bonus overhaul
  • stat-based bonus spells
  • SBO-5E compatibility
  • 2-hand STR
  • hit dice overhauls
  • revised XP tables
  • reduced murder XP
  • revised starting XP
  • magic resistance overhaul

Magic Battles Revised

  • no changes

NPC_EE

  • no changes
Edited by subtledoctor
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21 hours ago, Shadow Ranger said:

To be honest I just think that heavily updating the readmes would do the trick, as most of them are pretty outdated by now, which makes the installation process more difficult - it's hard to gauge whether something is working as intended right now.

There's also like, 2-3 different recommended install orders depending on which readme you're lookng at.

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Hi. I recently decided to try this mod. I've put it into a pretty crazy install with lots of other mods. I seem to have encountered two associated problems:

1) with the Revised Armour component. It doesn't seem to apply to the Blade kit I'm using from M&G (with 5E casting for revised bards). Every other bard kit from M&G works perfectly fine (despite receiving a message that wizard spells are disabled), but the Blade cannot cast spells with any type of leather+ armour on whatsoever. In fact it will set the number of remaining casts to zero.

2) with proficiencies. I'm not sure whether this is intended, but the Blade kit from M&G has no option for katanas or two-handed swords when using your mod. I'm not hugely bothered by this since I wasn't planning on either of those proficiencies anyway, but this doesn't seem correct. Blades should be able to specialise in any bladed weapons as far as I know?

A third problem I have is Dual-to-Kit mod no longer working. It installs without warnings/errors, and it gives the options to dual to kits in game, but the end result is always generic. I have a feeling this is to do with some multiclass expansion tweaks I also installed concurrent with Scales of Balance, but just in case could there be any kind of compatibility issue between D2K & Scales? 

Weidu log attached. Any help appreciated. 

 

ProjectInfinity-WeiDU-Log-Finished-Installation-2023.09.29-22꞉00.log

Edited by Nameless_Knight
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7 minutes ago, Nameless_Knight said:

Unfortunately it's part of S&A's skill system, which conflicts with SoB's; and I prefer SoB's.

You can install the concentration component alone. The skill proficiency component simply implements it into itself when installed later, but you don't need it.

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4 minutes ago, Connelly said:

You can install the concentration component alone. The skill proficiency component simply implements it into itself when installed later, but you don't need it.



'The skill proficiency component simply implements it into itself when installed later, but you don't need it.'

Sorry I don't understand this line. 

EDIT: Now I understand. You are referring to this? I didn't realise the actual check was separate from the skill. I will try it. Thanks. (although I wonder if it will be detrimental to my game without the proficiency).



image.thumb.png.66a2af41cd1f3da794b325ad55ee3ffa.png

Edited by Nameless_Knight
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17 hours ago, Lurker said:

Dew it! 🏴‍☠️

;)

I’m not saying I already have new working copies of my mods all torn up… but… 

Meantime I am taking this as an opportunity to add improvements as well. In addition to a streamlined install with smaller, more focused mods, there will also be a few new features. I am improving my proficiency-by-dialogue code, and maybe adding some spell tweaks. 

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5 hours ago, Thacobell said:

Well now I'm all excited.

Mostly small stuff. I have some medium-sized ideas:

  1. Making tracking more useful for Rangers
  2. Add more familiars - a variety of mephits for mages, and some large animals for Beastmasters
  3. Add thief skill specialization to Combat Skill Proficiencies for thieves
  4. Allow high-level spells to partially bypass Magic Resistance
  5. Completely rewrite the Innate Cantrips mod, using the system I made for Druid shapeshifting

I'll almost certainly do #5. But the first four are iffy...

Edited by subtledoctor
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