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


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1)... 2)...

1. Well, then you have to reinstall your mods, and restart the game, just like with all the other patches before this.

2. Well, like I said, the kit.ids file needs to be semisimilar, I can make you a ten BS kits that you can install in the place of the BS NPCs kits. It's not optimal for the player, but the NPCs with their own kits are not optimal either for various of reasons.

You can also set the NPC to use the kit of your choise with copying the .cre file and editing the offset at 0x0244... and the function generally used for that is also aware of the install order of the kits.

Edited by Jarno Mikkola
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1. Well, then you have to reinstall your mods, and restart the game, just like with all the other patches before this.

I'm not concerned about the player, as far as the 1.4 patch, but rather myself. The kit.ids in BG2EE currently (as of v1.3) has 3 more entries than the one in BGEE. So I could equalize this by making a super-simple mod that adds 3 empty kits to BGEE. But after the imminent 1.4 patch BGEE could have six more entries in kit.ids than BG2EE; then I would need to change the mod to instead add 6 empty kits to BG2EE.

 

That's easy, of course; this is a very minor concern.

 

2. Well, like I said, the kit.ids file needs to be semisimilar, I can make you a ten BS kits that you can install in the place of the BS NPCs kits. It's not optimal for the player, but the NPCs with their own kits are not optimal either for various of reasons.

You can also set the NPC to use the kit of your choise with copying the .cre file and editing the offset at 0x0244... and the function generally used for that is also aware of the install order of the kits.

It's not Weidu we're concerned with, it's the BG2EE 'import' function. That function doesn't give a crap about mods, it just looks for the value at 0x0244. I can't control what mods the player installs or whether the mod lists will be identical on both games (they almost certainly won't be). And there's no reasonable way to compare the 2 versions of kit.ids within Weidu. (Someone might play all through BG1 before even setting up their mod installs in BG2 - before even buying BG2!)

 

It is, as I said, a fool's errand. And it's not germane to discussion of Scales of Balance. I need this thread for bug reports etc. So let's stay on topic.

Edited by subtledoctor
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in BG2EE

It too will have it's own v1.4 patch when the SoB is released, or just before it. So the games can actually work together... yep there will be a patch for BG1EE, and BG2EE. And the kit.ids are likely to be the very same, even when the BG1EE doesan't have a bear kitted NPC to support. Anyways, back to topic from now on....
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Here's my to-do list for big-fixing:

 

- fix wild mages w/ wizard comp......../

- any mage kit for elves/half-elves...../

- fix ranger/paladin/thief profs............/

- weapprof in druid tweaks................./

- fix mod kit null profs........................./

- fix mod kit cleric profs..................

- fix resting crash bug......................

- update item text in items comp....

- fix summon rabbit script.............

- fix Meistersinger innates.............

- fix barb/berserk rage..................

 

I don't even remember what those all refer to, but there are forum posts for each so I'll figure it out. Most are pretty straightforward... the only worrisome one is the crash-on-rest thing, but that seems pretty rare and may be due to a conflict.

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I'm updating the main download to version 3.3:

https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.3.2

Changelog:
- fixed bug with wild mages if you install the Wizard Tweaks
- allows elves and half-elves to be any specialist if you install the Wizard Tweaks
- fixed bug with druid proficiencies in the Druid Tweaks
- fixed ranger, paladin, and thief proficiencies in the Weapon Proficiency Overhaul
- fixed cleric proficiency choice for other mods' kits in the Weapon Proficiency Overhaul
- fixed other mods' kits prohibited proficiencies in the Weapon Proficiency Overhaul
- fixed the Summon Rabbit cantrip script/allegiance/behavior (I think!)
- fixed Meistersinger innate ability strings
- fixed berserk Rage strings and ability
- fixed rangers getting x2 backstab
- fixed damage listed in spears' descriptions in the Item Tweaks
- REMOVED the NPC re-kitting components. Instead use my new, better "NPC_EE" mod. It does the same thing, but gives you even more options, and uses some superior and less bug-prone techniques.
https://forums.beamdog.com/discussion/43305/bgee-mod-npc-ee-non-player-characters-enhanced-for-everyone

This will likely be the 2nd-last update for SoB. Big things in the works. I have a more-or-less fully-functional sphere system for cleric spells, and now we're working on putting together a couple dozen (!) kits to take advantage of it in all sorts of fun ways. Keep an eye out for the release, and in the meantime give us any thoughts or suggestions for what you'd like to see in a mod that completely revamps every divine kit and class and spell in the game:
https://forums.beamdog.com/discussion/43174/prayers-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest

Cheers!

Edited by subtledoctor
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Just to reiterate what the first post says, this mode has changed a lot in v4. Now it only consists of the cleric changes/kits, druid changes/kits, and the wizard kit tweaks. And frankly, all but the wizard tweaks are deprecated and not being updated. The divine-class stuff will soon be stripped out, and be replaced by the much more comprehensive "Faiths & Powers" mod.

 

SoB v4 is here:

https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.1

 

Faiths & Powers is described here:

http://gibberlings3.net/forums/index.php?showtopic=27627

 

Might & Guile is here:

http://gibberlings3.net/forums/index.php?showtopic=27573

 

If you want to use the SoB cleric/druid components, then install order should be

1) Might & Guile v1

2) Scales of Balance v4

 

If you only want to use the SoB wizard tweaks, and instead want to use the F&P divine mod, then the install order should be:

1) Scales of Balance v4 wizard tweaks

2) Faiths & Powers

3) Might & Guile

Edited by subtledoctor
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Sorry for the attitude, but I came to nitpick. So I have to. :argh:Hey, just so you know, there's not sort of anger, I am joking here, but you have to quote me to notice it, or open the spoilers at the end.

OK, downloaded the Scales_of_Balance-3.3.1.zip -archive from here. What do the "Mac WeiDU Launcher.app" -folder, and "weidu" file do in it ? Mac file in the github, big surprise.

They probably should be only in the (tar.gz) -file, but not in the (zip) -file. Or you then just need to actually make a proper release. I am sure I couldn't do it either in github, so you might have to ask someone that actually knows how to do that. Hint: Argent77.

And though the archive name was v3.3.1, the weidu.log says it to be v3.2 Nits ... picked. Got a few others too. Very small ones.

The Necrobane is too powerful. Either take the Damage bonus or the Level Drain immunity. Or better yet, switch the later to an innate Negative Aeroplane Protection. :dry:Right, bad humor, I know, but it should hint about the joking.

OK, and the specialist mage spells(example illusion spells for illusionist) come too fast, at every level from level 2 to 9 at least, it should be either all in one go(level 1 or 2), or on every 2 levels up.

The Gloryblood of Tempus, Gnome and Half-Orc... kits description is empty.

 

:angry2: You know what. This mod does too little to get angry ...

As in, it doesn't do anything wrong. There's invisible ink in the message, select and thus highlight the text to see it all.

:goodwork::cooool::laugh2: :laugh2: :laugh2: :laugh2: :laugh2: :laugh2: :laugh2: :laugh2: :laugh2: :laugh2: :hug::hug::happy:

Instead you should be laughing now. After you fix the ... take your time. Do it already, it's not like I could find much more. And it was mostly nicely done anyways. Yes, I tried to play the part of negative critic, but you should see fun I had with it. And one last face show to show I am evil:

:angry:

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No worries, I don't actually get angry about this stuff.

 

The Launcher thing looks like a folder in Windows but it is actually an OS X app. On Windiws you run the .exe to install, on Mac you just double-click the Launcher app, up pops a list of all mods in your game folder, you click one and it begins installation of the mod in a console window. It's no BWS, but it makes installation easy for Mac users. And this way I don't need separate downloads for Windows and Mac, they just need different ways to run Weidu.

 

As for Scales of Balance, really you should look at v4.3.1... I'm not updating anything in v3 anymore. And even in v4, the only thing I'm updating are the wizard tweaks. Paladin kits are going to be handled by Grammarsalad in Faiths & Powers, we're going to have at least 10 kits and they will all work with my sphere system.

 

I give the specialist wizard spells early because it doesn't matter - they just go into your spellbook, you still can't cast them until later.

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Another post related to BGT / EET / Tutu compatibility. Please read previous ones first:

http://gibberlings3.net/forums/index.php?showtopic=27526&do=findComment&comment=240799

http://gibberlings3.net/forums/index.php?showtopic=27573&do=findComment&comment=240802

 

Here is a result of a scan for this mod just in case these resources refers to BG1 (BG2 ones remains unchanged):

CRE:

Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: VICONI6 => VICONI6_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: XAN => XAN_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: XZAR => XZAR_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: IMOEN6 => IMOEN6_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: QUAYLE => QUAYLE_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: IMOEN6 => IMOEN6_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: QUAYLE => QUAYLE_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: XAN => XAN_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: XZAR => XZAR_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: IMOEN6 => IMOEN6_ - cre
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/250_proficiency_overhaul.tpa: QUAYLE => QUAYLE_ - cre

ITM:

Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: LEAT07 => LEAT07_ - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SW1H09 => SW1H09_ - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SW2H08 => SW2H08_ - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/600_wizard_tweaks.tpa: MISC89 => MISC89_ - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/misc/iwdee/XBOW06.ITM: bam = IXBOW06 => IXBOW06_ - 0x3a
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/misc/iwdee/XBOW06.ITM: bam = IXBOW06 => IXBOW06_ - 0x76
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/misc/iwdee/XXBOW06.ITM: bam = IXBOW06 => IXBOW06_ - 0x3a
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/misc/iwdee/XXBOW06.ITM: bam = IXBOW06 => IXBOW06_ - 0x76
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/scroll/d5_scrib.d: SCRL1V => SCRL1V_ - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/wand/bg/d5_rech1.baf: WAND12 => WAND12_ - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/wand/bg/d5_rech1.d: WAND12 => WAND12_ - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/wand/iwd/d5_rech1.baf: WAND12 => WAND12_ - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/wizard/crafting/wand/iwd/d5_rech1.d: WAND12 => WAND12_ - itm
Analyzing EET_modConverter/Input/Might_and_Guile-master/might_and_guile/mr/mr_item_list.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
Analyzing EET_modConverter/Input/Might_and_Guile-master/might_and_guile/spells/scroll_list_base.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
Analyzing EET_modConverter/Input/Might_and_Guile-master/might_and_guile/spells/scroll_list_sr.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
Analyzing EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/mr/mr_item_list.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
Analyzing EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/spells/scroll_list_base.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm
Analyzing EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/spells/scroll_list_sr.tpa, no extension, proposed change: SCRL1V => SCRL1V_ - itm

Shields (cosmetic change in desgin)

Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD02 => SHLD02A - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD04 => SHLD04A - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD06 => SHLD06A - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD07 => SHLD07A - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD17 => SHLD17A - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD19 => SHLD19A - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD28 => SHLD28A - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD29 => SHLD29A - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD02A => SHLD02 - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD04A => SHLD04 - itm
Patching EET_modConverter/Input/Scales_of_Balance-master/scales_of_balance/components/100_items.tpa: SHLD06A => SHLD06 - itm

And once again BGT and EET is missing relevant stuff and whole mod is not compatible with tutu in any way.

Edited by K4thos
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THIS MOD IS DEPRECATED REVIVED!!

 

Download and information page

 

This new version basically just has some improved versions of the overhaul and tweak components that have been residing in Might 'n' Guile for the last few months:

 

- Item/Weapon Overhaul (in 4 parts)

- Weapon Proficiency Overhaul (in 5 parts)

- Magic Resistance Overhaul

- Stat tweaks

- Hit dice tweaks

- XP table tweaks

 

That's it!

 

If you like the SoB cleric and druid kits, you can still find those at the link for v4.3:

 

https://github.com/subtledoctor/Scales_of_Balance/releases/tag/4.3.2

 

But really, those are totally old and busted. Instead of using them, you should ask me for a copy of the Faiths & Powers beta. Even now, in beta form, it's miles better! :)

 

Btw, part of the reason for breaking things up this way has to do with load order. Might 'n' Guile as usual should be installed after other kits but before SCS. This new version of Scales of Balance should be installed very very late: especially if you use the MRO, that should be installed after all mods that add creatures and items. So after SCS, and after aTweaks.

 

Cheers!

 

Again, to recap what's happened since v3: my single old mod got too big and unwieldy, and I also got better at this stuff and wanted to do more. So the old Scales of Balance has been broken up into a number of other mods:

 

Faiths & Powers (cleric & druid tweaks and kits, by Grammarsalad):

https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest

 

Tome & Blood (wizard & sorcerer tweaks and kits, by Aquadrizzt):

https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers#latest

 

Might & Guile (warrior & rogue tweaks and kits, by me!):

https://forums.beamdog.com/discussion/43878/might-and-guile-a-tweak-mod-and-kit-pack-for-warriors-and-rogues

 

NPC_EE (add any kit to any NPC):

https://forums.beamdog.com/discussion/43305/npc-ee-non-player-characters-enhanced-for-everyone

 

 

@K4thos this is still probably not EET-compatible. That was not my focus in getting v5 out. But I can turn to it soon.

Edited by subtledoctor
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suggestions?

Just wanted to drop off two tiny ideas.

 

Cantrip for Diviner = Farsight. I think this would be a neat cantrip for players without being OP.

 

Feature for druids = familiars. All the way back in 1E I felt that the devs were wrong to give familiars to wizards instead of druids. It was even more weird that wizards had to get help from druids to find a familiar, wizards who routinely chop up creatures for parts and care only about themselves, while druids, people who dedicate their lives to helping animals, can't get one.

 

In my own PNP druids get familars and wizards don't. So I'd suggest/request a way for druids to get familiars as a base ability.

 

EDIT

 

I've made Xzar a wildmage (don't know if he's supposed to get one cantrip or two) and chose the bunny for his spell ("I know dragons with feet like rabbits, 'tis true I swear!"). Is there supposed to be a limit on this spell? Duration? Summon cap? There seems room for exploitation if I can call up a horde in advance and simply outnumber my foes. I've only JUST started using the cantrip, but wanted to add a note here while I play some more.

Edited by Gay Lord
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So I'd suggest/request a way for druids to get familiars as a base ability.

 

I think the idea is, a "familiar" is a specific wizard-y thing, like Harry Potter's owl. Whereas druids should more realistically get animal companions, which could be big or small. Unfortunately animal companions are very hard to do in a mod.

 

Now, your "familiars for druids" idea is an interesting one, maybe something we should consider for Faiths & Powers. The FnP druids are already pretty powerful with unlimited shapeshifts and the ability to summon spirit animals... but maybe we can squeeze in familiars. The only thing is, the familiars in the game are very hard-coded, so if a player modded their game to allow Good or Evil druids, then you would end up with fairy dragons or imps as familiars. Which would not be very druid-y.

 

I've made Xzar a wildmage (don't know if he's supposed to get one cantrip or two) and chose the bunny for his spell ("I know dragons with feet like rabbits, 'tis true I swear!"). Is there supposed to be a limit on this spell? Duration? Summon cap? There seems room for exploitation if I can call up a horde in advance and simply outnumber my foes.

My "Summon Rabbit" cantrip is, no joke, the most powerful ability in the game. I didn't mean it to be - I made it as a joke! But it is. Honestly I forget the duration... but there is a duration.

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I think the idea is, a "familiar" is a specific wizard-y thing, like Harry Potter's owl. Whereas druids should more realistically get animal companions, which could be big or small. Unfortunately animal companions are very hard to do in a mod.

That's where I disagree. IMO a familiar is a druidy thing, going back through the history of medieval europe and how the idea of familiars started in the first place, with christianity and satan. Obviously this is all fantasy, but I've always felt they really belong to druids, not wizards.

 

I think rangers should have animal companions (watch the Beastmaster movie) and druids should have familiars. Wizards could make pacts with demons for powers, giving them an imp or quasit, or they could create a minion, such as the homonculous. I know wizards have had familiars in D&D for decades, which has in turn greatly influenced countless other fantasy books and games, but the origin of the idea of familiars has always been clearly druid to me, both historically and game-wise. But it's just an opinion. : )

Now, your "familiars for druids" idea is an interesting one, maybe something we should consider for Faiths & Powers. The FnP druids are already pretty powerful with unlimited shapeshifts and the ability to summon spirit animals... but maybe we can squeeze in familiars. The only thing is, the familiars in the game are very hard-coded, so if a player modded their game to allow Good or Evil druids, then you would end up with fairy dragons or imps as familiars. Which would not be very druid-y.

Here's the wiki list of familiars from BG2:

Lawful Good: Pseudo Dragon
Neutral Good: Pseudo Dragon
Chaotic Good: Fairy Dragon
Lawful Neutral: Ferret
True Neutral: Rabbit
Chaotic Neutral: Cat
Lawful Evil: Imp
Neutral Evil: Dust Mephit
Chaotic Evil: Quasit
Allowing one step from TN gives the green options for druids, all of which seem perfectly fine to me. I would say the fairy dragon is particularly druidy, even though it's not in the five options. I understand imps and quasits may not seem druidy to others, but ALL familiars seem non-wizardy to me, so... lesser of two evils. :p

My "Summon Rabbit" cantrip is, no joke, the most powerful ability in the game. I didn't mean it to be - I made it as a joke! But it is. Honestly I forget the duration... but there is a duration.

My vorpal rabbit just critted the belt ogre for 4 damage, killing him ("lookit tha bones!!!"). Though he only causes 1-2 damage, he seems to have a high AC, great thaco, and the ability to spawn many of them is definitely OP.

 

Of course, right after killing the ogre, Xzar summoned another to deal with some wolves and caused a wild surge:explosion. So, I'm starting a new game. I don't like OP stuff so I'll give him something else (though I really think the bunny suits him best).

 

My suggestion for the rabbits is to eliminate their damage and thaco. Their role should be damage soakers, not damagers. Give them poor AC and 1 hp, and limit their summoning cap. Either one, or maybe one per 2-3 levels.

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I think the idea is, a "familiar" is a specific wizard-y thing, like Harry Potter's owl. Whereas druids should more realistically get animal companions, which could be big or small. Unfortunately animal companions are very hard to do in a mod.

That's where I disagree. IMO a familiar is a druidy thing, going back through the history of medieval europe and how the idea of familiars started in the first place, with christianity and satan. Obviously this is all fantasy, but I've always felt they really belong to druids, not wizards.

 

This is exactly where you are wrong... see an Animal Companion is not the same thing as a familiar, AC can be a dog, a horse or a cat pack... but a familiar is a lot more magical thing, aka mage specific.

Now; I won't tell you that most of the above animals wouldn't directly as well go within a rather broad concept of animal companion and thus could as well be given as psuedo-familiar to druids too. But restricting them from mages is a no go zone. Well unless of course you just replace them with animated skulls, mini-giant space hamsters, floating; swords, mirrors and other paraphernalia.

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The difference is that wizards get a tangible benefit from a familiar, represented by extra hit points. A creature just following you around is not a familiar. Familiars are bound to the wizard's soul/lifeforce. Animal companions are more just super pets. Regardless of historical accuracy (which D&D was never good at), there's a huge difference between the two. Wizards should treat familiars as assets, whereas druids/rangers see their companions as friends.

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