subtledoctor Posted September 26, 2023 Author Share Posted September 26, 2023 (edited) 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 September 27, 2023 by subtledoctor Quote Link to comment
Thacobell Posted September 27, 2023 Share Posted September 27, 2023 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Ranger said: To be honest I just think that heavily updating the readmes would do the trick, as most of them are pretty outdated by now, which makes the installation process more difficult - it's hard to gauge whether something is working as intended right now.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. Quote Link to comment
subtledoctor Posted September 27, 2023 Author Share Posted September 27, 2023 …which I can fix by reorganizing all of my mods Quote Link to comment
Nameless_Knight Posted September 29, 2023 Share Posted September 29, 2023 (edited) 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 September 29, 2023 by Nameless_Knight Quote Link to comment
GawainBS Posted September 30, 2023 Share Posted September 30, 2023 About the Blade kit proficiencies: I think it's weird they can use quarterstaff and polearms, but not twohanded swords. Quote Link to comment
Lurker Posted October 2, 2023 Share Posted October 2, 2023 On 9/26/2023 at 7:06 PM, subtledoctor said: Someone talk me down from the ledge! On 9/27/2023 at 5:41 PM, subtledoctor said: …which I can fix by reorganizing all of my mods Dew it! Quote Link to comment
Nameless_Knight Posted October 2, 2023 Share Posted October 2, 2023 Is this still the case? Is it still bugged? Quote Link to comment
Connelly Posted October 2, 2023 Share Posted October 2, 2023 2 minutes ago, Nameless_Knight said: Is this still the case? Is it still bugged? If you're using EEEX, Skills & Abilities has a component for concentration you could try. Quote Link to comment
Nameless_Knight Posted October 2, 2023 Share Posted October 2, 2023 (edited) 3 minutes ago, Connelly said: If you're using EEEX, Skills & Abilities has a component for concentration you could try. Unfortunately it's part of S&A's skill system, which conflicts with SoB's; and I prefer SoB's. Edited October 2, 2023 by Nameless_Knight Quote Link to comment
Connelly Posted October 2, 2023 Share Posted October 2, 2023 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. Quote Link to comment
Nameless_Knight Posted October 2, 2023 Share Posted October 2, 2023 (edited) 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). Edited October 2, 2023 by Nameless_Knight Quote Link to comment
subtledoctor Posted October 2, 2023 Author Share Posted October 2, 2023 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. Quote Link to comment
Thacobell Posted October 2, 2023 Share Posted October 2, 2023 Well now I'm all excited. Quote Link to comment
subtledoctor Posted October 2, 2023 Author Share Posted October 2, 2023 (edited) 5 hours ago, Thacobell said: Well now I'm all excited. Mostly small stuff. I have some medium-sized ideas: Making tracking more useful for Rangers Add more familiars - a variety of mephits for mages, and some large animals for Beastmasters Add thief skill specialization to Combat Skill Proficiencies for thieves Allow high-level spells to partially bypass Magic Resistance 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 October 2, 2023 by subtledoctor Quote Link to comment
Thacobell Posted October 3, 2023 Share Posted October 3, 2023 Number 2 is rather interesting. But I'm also a sucker for animal companions. Quote Link to comment
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