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Unearthed Arcana presents Might & Guile: tweaks and kits for warriors and rogues


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1 hour ago, subtledoctor said:

@Greenhorn can you tell me which version you ended up using successfully?  I can take the old code and integrate it for pre-EE users. 

BUT, be aware, I changed the code for a reason.  Specifically, in the Quickstride component, the old version adds a "change movement speed" effect every time you use or cancel the ability.  If you toggle it hundreds of times over the course of a game, that adds up to a LOT of effects on your character's .CRE file.  I have no idea what that will do to savegames, but it probably ranges from "okay, but not great" to "possibly causing problems when you are hundred of hours into a run."  That's not something I want to be putting into player's games, so I switched over to the new opcode that cancels an effect.  So the new version only ever puts zero effects or one effect on your character. 

(And, I must insert the obligatory inveighing to suck it up and move to the EEs.  If you've waited this long, you can wait until they are on sale for pennies, and pick them up easy and cheap.  And they are a LOT better if you play modded games.  In 2014 I myself was making the argument to stay with the pre-EE games; in 2016 I was no longer making that argument but I still sympathized with it; but now, in 2020, IO don't think it is valid anymore.  Not trying to start a debate here, just adding my POV as a modder.)

Hey SD, thanks for answer and detailed explanation of your reasons and possible consequences for changing the opcode. 

My version was:

Quote

MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.8.12

although I think that opcode is still valid for couple of more newer versions. As for EE versus "old" argument it is not a matter of cost just preferences and nostalgia I'll admit. My experience with BG1 EE left me... well, disappointed somewhat and I never felt desire to try EE since then. I'm sure they advanced by leap and bounds since then and kudos and respect to all who are playing them ( even with "advanced" pathfinding :p) but I 'm of opinion that EE are modders dream, not players. Unbearable amount of lagging I can always fix with Bigg's biffing on BGT but not in the EE.

Edited by Greenhorn
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45 minutes ago, subtledoctor said:

FWIW I play it on very old and weak hardware, and there is no lag...

Lucky you then. I will probably give EE's second chance eventually but currently I'm more than happy with what BGT and BWP ( excellent compatibility and install order guidance )  have to offer. 

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Not to toot my own horn here, but:

I'm playing through SoD, finally.  I just brought Voghiln the Skald into my party, and this mod properly changed him to the new-style fighter/mage Skald, instead of the old-style bard Skald.  And it is SUPER cool.  Instead of being a potted plant that sings to give my other guys a combat bonus, he is in the front line tanking right next to Minsc, protected by Shield/Reflected Image/Mirror Image, etc.  His spontaneous casting makes him very flexible as far as what magic he can use to help at any given moment, but it's not overpowering - it is still very helpful to have a single-class mage to cast more powerful spells.  It just feels like I'm playing a Skald the way a Skald would want to be played: good for some utility, but ultimately quite happy to wade into melee combat.

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I’m prepping an update, and need feedback. Most of the revised bards share the Enchanter specialist flag, but I’m making one that will share the Necromancer flag, and cast Necromancy spells instead of Illusion spells.

What to call this kit? Song & Silence has the Dirgesinger, Bardic Wonders I think has the Deathsinger. I was thinking... maybe the Elegist? Or Elegiast? Thoughts? Ideas?

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3 hours ago, subtledoctor said:

I’m prepping an update, and need feedback. Most of the revised bards share the Enchanter specialist flag, but I’m making one that will share the Necromancer flag, and cast Necromancy spells instead of Illusion spells.

What to call this kit? Song & Silence has the Dirgesinger, Bardic Wonders I think has the Deathsinger. I was thinking... maybe the Elegist? Or Elegiast? Thoughts? Ideas?

Grief bringer, Death Herald... What?! I tried... 

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On 3/5/2020 at 5:06 PM, subtledoctor said:

And it is SUPER cool.  Instead of being a potted plant that sings to give my other guys a combat bonus, he is in the front line tanking right next to Minsc, protected by Shield/Reflected Image/Mirror Image, etc.  His spontaneous casting makes him very flexible as far as what magic he can use to help at any given moment, but it's not overpowering

Doc, I couldn't agree more. My protagonist is a gallant, and the combo armor/mirror image/aura: blur has allowed him to rush in front of anyone in danger of being attacked by the scs enhanced baddies. Great versatility, great mod indeed.

As far as naming the new necromancer bard.. how about Requiem composer?

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2 hours ago, Gwaihir said:

Pied Piper of souls 🤣

I found a scroll of aura: dispel illusions. My gallant can't learn it, and if I try to use it as a quick item nothing happens. Is it restricted to some bard kits only?

Should be able to use it as a quick item, I think... try stopping singing your current bard song and see if the new aura appears.  Or, if you are not singing when you use the scroll, sing one of your existing bard songs and then stop singing.  Hopefully it should appear then...

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On 3/8/2020 at 9:29 AM, Gwaihir said:

Unfortunately it doesn't. There is no visual indication anywhere that the scroll is working. Also tried to activate it when standing right next to some mirror imaged enemy spellcasters, but nothing happened as well.

I see what the problem is.  Install the attached hotfix, then start the game and load a save with the scroll in your inventory.  Use the scroll from a quick-item slot and it should add the song to your repertoire.

The way that song works, it is a short-range aura.  Just stand next to an enemy with Mirror Images (or, you know, attack from melee range), and the images should disappear.  (Ditto Blur, Improved Invisibility, etc.)

Edited by subtledoctor
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On 3/8/2020 at 7:19 PM, subtledoctor said:

I see what the problem is.  Install the attached hotfix, then start the game and load a save with the scroll in your inventory.  Use the scroll from a quick-item slot and it should add the song to your repertoire.

Awesome, it works! I activated the aura before a fight, then when a thief went invisible it was dispelled in a few seconds. After that I ran around a mirror imaged mage for a bit and didn't seem to do much, then stopping/reactivating the aura dispelled the images instantly. Pretty cool stuff.

FYI, I had to start the hotfix installation a second time, because the first went like this and then stopped:

Spoiler

Cattura.JPG.a2e68282a94212d94a8c26b5cfc60f40.JPG

 

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Okay, I've got major updates ready for most of the mods I've been working on.  Lots of fixes and compatibility improvements.  For Might & Guile, this is a big update: it is up to version 4.5.

This update makes the following changes:

-- The use of the 4th byte of stat 134 by the Feat System is switched to the 4th byte of stat 115.  This will make for better compatibility with Scales of Balance and the TnB/MnG/FnP spontaneous spellcasting systems.

-- The Bardic spontaneous spellcasting system uses stat 108 and the 4th byte of stat 109 to track spell slots, instead of a mish-mash of bytes in stats 108 and 134.  This compartmentalizes the system a bit better, and brings it in line with the arcane spontaneous casting system in Tome and Blood, and separates it from the divine spontaneous casting system in Faiths & Powers.

-- Adds support for the Will to Power psionics mod.  MnG kits installed after WtP will now get the ability to roll for a Wild Talent; additionally, rogues can take a feat that will give them a 100% chance of discovering a Wild Talent (the particular power you get will still be random, however).

-- Legacy versions of Improved Rangers, Quickstride, Revised Rage and Revised Monk Fists will now be installed on pre-EE games. 

-- The compatibility code for Faiths & Powers has been substantially updated.

-- Two new Revised Bard kits: 1) The Elegist is a necromantic version of the new bards, a performer of dirges, obsessed with death.  While most bards share the Enchanter kit flag and cannot cast Invocation/Conjuration/Necromancy spells, the Elegist shares the Necromancer flag, and cannot cast Invocation/Conjuration/Illusion spells.  2) The Loresinger is finally re-introduced to the mod.  This is basically a demibard kit: it does not use the bardic spellcasting system or cast arcane spells at all; it is simply a cleric that can learn and use the new bard songs.  There is also a cleric/thief version of it; and if you install Faiths & Powers, it will support the FnP sphere system and weapon usability changes, as well as getting the option to cast divine spells spontaneously.

Cheers.

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