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Skills and Abilities Mod


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9 minutes ago, subtledoctor said:

Having looked into it further, I think that might be a losing battle. If I understand things correctly, it is not just those values that are affected by the mage specialist bug (or if not bug exactly, then “hard-coded compatibility issue”)… it is in fact all values that are bit-equal to them. Which is a LOT.

That's vexing. Remind me what the hardcoded effects are?

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7 hours ago, rpmaster said:

Or maybe dummy line has to smth to with compatibility issues in case ToF is not last mod installed?

kitlist.2da 56.83 kB · 3 downloads

Can you please attempt installing Bard song duration lasts 1 turn component to see if that corrects your error? If so, I can update the rest of the incidents accordingly.

skills-and-abilities-v2.2.exe

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On 12/17/2023 at 4:51 AM, morpheus562 said:
  • Compatibility updates with ToF.

Thanks for the update!

Meanwhile a minor note regarding ToF compatibility - 

Revised Proficiencies component says that it is incompatible with ToF revised races and ToF revised profs... But it actually checks for ToF component 60100 - Low-level HLAs / Feats system.

So either the check or the description is wrong )

Edited by rpmaster
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16 minutes ago, rpmaster said:

Thanks for the update!

Meanwhile a minor note regarding ToF compatibility - 

Revised Proficiencies component says that it is incompatible with ToF revised races and ToF revised profs... But it actually checks for ToF component 60100 - Low-level HLAs / Feats system.

So either check of the description is wrong )

Good catch! I accidentally listed the races as 60100 and will get that corrected shortly.

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Hello,
Can I use the following tweak from Olvyntweaks (https://forums.beamdog.com/discussion/74322/mod-olvyntweaks-version-1-4#latest)?

Increase Wizard Slayer Magic Resistance
Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%.

with your "wizard slayer enhancements" component from Skills and Abilities ?

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32 minutes ago, Morgoth said:

Hello,
Can I use the following tweak from Olvyntweaks (https://forums.beamdog.com/discussion/74322/mod-olvyntweaks-version-1-4#latest)?

Increase Wizard Slayer Magic Resistance
Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%.

with your "wizard slayer enhancements" component from Skills and Abilities ?

I have no idea. I'm not sure how olvyn goes about and does the updates.

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17 hours ago, morpheus562 said:

The component you're referring to is in my Skills and Abilities mod while this mod thread is solely for my kit mod. 

The component you're referencing assumes vanilla style STR values or the changes in values from ToF. It will not provide accurate updates with @subtledoctor STR changes, at this time. This component does not touch how any proficiencies work or how STR itself works, and it updates the base items if they are 2h weapons. I'm happy to take a look at Doc's mod and see how the STR values are different from vanilla and add compatibility between the two mods, but it may be a little bit before I get a chance to do that.

So Morpheus562, am I wrong by thinking that the only oddity would be the unupdated weapon damage, while everything else will be "fine"?

 

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1 hour ago, Morgoth said:

So Morpheus562, am I wrong by thinking that the only oddity would be the unupdated weapon damage, while everything else will be "fine"?

 

I think this would be correct. 2h damage would get the extra damage from vanilla damage irritation while characters would be growing off the modded.

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3 hours ago, Morgoth said:

Okay, thanks for the help. I'm trying to make a soup to see if I can get a decent wizard slayer out of all tweaks on the .net.

I already gave an update pushed on git, but not released, that reduces the WS item restrictions to only rings and amulets. This, plus my other updates, should greatly increase the effectiveness of this kit.

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When installing the Proficiency System overhaul (Vanilla Proficiency Progression) on top of ToF's Revised Proficiency System, most classes seem to receive initial points in seemingly non intended proficiencies and style.

That I can see, and without bogging myself down on checking kits:

  • Unkitted clerics and F/M/C start with points in bow, large and exotic swords, axes, and archery style.
  • Unkitted druids start with points in concentration, spiked weapons, axe, and thrown and archery styles.
  • Mages start with points assigned to concentration, axe, blunt weapons, thrown style and archery style
  • Monks start with points in spellcraft, divine, concentration, axe, thrown and archery styles.
  • Shamans start with points in conditioning, concentration, spiked weapons, axe, polearm, and thrown and archery styles.
  • Sorcerers start with points in swiftblade, exotic sword, axe, polearm, thrown weapon style, and *three* points in two weapon style.
  • Thieves start with points in spellcraft, divine, concentration, axe, blunt weapons, polearm, and thrown and archery styles.
  • C/T, C/M, F/C start with points in bow, large and exotic sword, axe, and archery style.
  • D/M start with concentration, axe, and thrown and archery styles.
  • D/R start with concentration, spiked weapons, axe, missile weapons, polearm, thrown and archery styles. and two points in two weapon style.
  • F/D start with concentration, spiked weapons, axe, and thrown and archery styles.
  • F/T and F/M/T start with spellcraft, divine, concentration, axe, blunt, polearm, and thrown style.
  • F/M start with spellcraft, divine, concentration, axe, blunt, and thrown and archery styles.
  • N/T start with spellcraft, divine, concentration, axe, blunt, polearm, and thrown and archery styles.

That I can see, bards, blackguards, fighters, and paladins start with points in all proficiencies except the vanilla styles. Rangers as well with their two points in two weapon style. So all good with those (although I'm not sure if the thrown and archery styles should be given as defaults?). C/R seems to be also good.

It's late and my mind just wasn't on the task, so I glossed over spell penetration, probably other things that escaped me. But I imagine some cases also have it assigned just like concentration.

Edit: wrong weidu.log file.

WeiDU.log

Edited by Connelly
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