Jump to content


Photo

Scales of Balance: post-hac tweaks and kit pack


  • Please log in to reply
45 replies to this topic

#1 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 04 November 2014 - 10:29 AM

Just want to introduce people to my new mod, Scales of Balance (or SoB for short).

DOWNLOAD:
Get the mod here:

https://github.com/U...alance/releases
Click "download source code (zip)"

README:
https://github.com/U...aster/README.md

 

DISCUSSION:
Go here to discuss and to make sure you get the most up-to-date version:

https://www.gibberli...hac-tweak-pack/

 

What is this?
This started out as my own personal set of tweaks that I did on top of a fully modded game. It includes some basic mechanical tweaks (e.g. modified stat bonuses and an overhaul of the proficiency system), some cosmetic changes (e.g. FR-themed paladin kit names, and magic items that don't break immersion by putting '+2's and '+5's in your face), and more than 25 new kits.

This is all about improving gameplay.
I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks. But BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.

I try to make this as compatible as possible with other mods.
Notwithstanding the above paragraphs, this mod is 100% compatible with RR and aTweaks. This is meant to be applied alongside those mods - not instead of them.

Everything is completely optional.
You can use as many or as few of the mod components as you like. None of them rely on each other, there is no 'core' component. Use what you like, ignore what you don't.

A general idea of what the mod contains:

1) Basic game tweaks. These components modify the following:
- reducing the number of +'s in in-game item descriptions, and standardizing item enchantment into normal, 'mastercraft,' 'enchanted' (+2), named weapons (+3), and artifacts (+5)
- slightly improved stat bonuses, saving throw tables, HP tables, XP tables, and spell tables
- an overhaul of the weapon proficiency system
- more stuff

 

2) Er, I just deleted a bunch of information because it was way, WAY out of date.  Just hit that Readme link above for what this mod includes.

A note on installation:
- Install SoB after item mods, after kit-adding mods, and after most tweak mods.

It works with TOB, TuTu, BGT, BG:EE, BG2:EE, and IWD:EE. Enjoy.


Edited by subtledoctor, 23 May 2020 - 01:27 PM.


#2 Tash

Tash
  • Validating
  • 125 posts

Posted 04 November 2014 - 12:12 PM

Very cool. Does "revised druid shapeshifting" include werewolf rebalancing? By that I mean the progression table of stats/traits/abilities.

 


Edited by Tash, 04 November 2014 - 12:14 PM.


#3 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 04 November 2014 - 01:19 PM

Shapeshifters (rechristened "Lycanthropic Druids") go from basic wolf form, to dire wolf, to werewolf, to wolfwere. Then get a greater wolfwere form as an HLA.

Avengers go from earth elemental to air elemental to fire elemental, then get greater earth/fire elemental forms for HLAs.

Vanilla druids progress from wolf to bear to lion to spider to wyvern to troll. Then get a Shambling Mound form for an HLA.

#4 Tash

Tash
  • Validating
  • 125 posts

Posted 04 November 2014 - 01:44 PM

Yes, yes. But what I meant was did you change the werewolves and greater werewolves at all? Do they have any additional abilities? Do they still do piercing damage, etc.? What about immunities?

 

I'm asking because I'm working on something similar, but if you've already done this then maybe I could donate part of my work if you like it (paperdolls, soundsets). The idea I have in mind is an evolving werewolf form you could play in BGT. Every level you get something new. You start off weak, but at high level you're actually like a werewolf demi-hero instead of a wimpy wolf who can't even hit +3 creatures.



#5 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 04 November 2014 - 02:28 PM

Oh. I don't recall offhand exactly what values I used, but each of the 3 werewolf forms has different attack/damage, different Str/Dex/Con, different AC and regeneration, and different weapon immunities. I think it's a pretty good slope, though I haven't had a ton of feedback from players yet.

(I may or may not have found a way around the dispellable claws bug, I haven't had much free time to thoroughly test it.)

I'd be happy to take a look at your stuff, it sounds more comprehensive than what I've done. If it works and it fits I wouldn't mind including it in place of mine...

#6 Sergio

Sergio
  • Member
  • 954 posts

Posted 05 November 2014 - 03:41 AM

The idea I have in mind is an evolving werewolf form you could play in BGT. Every level you get something new. You start off weak, but at high level you're actually like a werewolf demi-hero instead of a wimpy wolf who can't even hit +3 creatures.

I like this.


Edited by Sergio, 05 November 2014 - 03:45 AM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#7 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 22 December 2014 - 09:21 PM

Quick update to 1.6, mostly bugfixes and improving compatibility with IWD:EE.



#8 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 10 February 2015 - 10:15 PM

Another update, this is getting relatively mature so I'm calling it v2

 

http://forum.baldurs...s-and-tweaks/p1

 

New features for v2:

- This version includes a reorganization of the components into the 30 main tweaks/additions, and then the NPC changes afterward. Hopefully this makes installation a bit smoother

- 5 new kits: the Meistersinger, a forest bard; the Loremaster, a bard who can figure out how to Use Any Item; and the Purifier, a druid devoted to fire; the Gloryblood of Tempus as a fighter/cleric kit; and the Elven High Mage as a cleric/mage kit with powerful spellcasting.

- The wizard tweaks have been expanded, with innate metamagic and tweaks to the spell battle system. These are major changes for wizards, check out the readme to learn more
- A new component that changes the school of a few dozen wizard spells so that all schools are balanced, and each school has at least one or two useful spells at each level. Now you can actually kick some butt as a Diviner!
- Within the proficiency overhaul component, each cleric kit will attain specialization with a favored weapon. This includes mod kits from Divine Remix and Frosty Journey.  Now your Battleguard of Tempus can rock a battleaxe!
- More robust kitted NPC components, with options to use Divine Remix kits for Branwen and Viconia
- The multiclass component will now detect the .ini setting for ranger/cleric spells in IWDee and BG2ee, and react appropriately
- The Bladesinger now works on TOB/Tutu/BGT!

- Enhanced compatibility with Tome & Blood, and with the forthcoming v4 editions of Item Revisions and Spell Revisions
- An .ini file for enhanced configurability


Edited by subtledoctor, 14 March 2015 - 03:04 PM.


#9 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 21 May 2015 - 09:15 PM

Finally... I think this is ready for release. Say hello to three point oh:

https://github.com/s...leases/tag/3.06

New Readme:
https://dl.dropboxus...readme-sob.html

Changelog! Oh my there are lots of changes. Here's a rough list:
- Massive internal changes. All components are compartmentalized in .tpa files. Anyone reviewing this mod later should be easily able to find what they're looking for, instead of wading through a single 25,000 line long .tp2 file.
- The proficiency overhaul has bee scrapped and rebuilt from the ground up. As I described above, now you pick proficiencies at the beginning instead of having them auto-picked. Which eliminates a truckload of huge bugs. Take note, this component now *requires* TobEx be installed if you're playing the old pre-EE engine!
- The proficiency overhaul will now enforce the PnP rule that you can't advance to GM any longer once you've dual-classed away from fighter. Purists rejoice! More details in the readme.
- New in the warrior class tweaks, a thoroughly revised Wizard Slayer kit. No MR, no item restrictions, just a couple innate abilities to cause casting failure in nearby wizards: a melee hit effect, and a Disruptive Shout ability. If you install the multiclass tweaks, you can give this kit to a fighter/thief. You can disable this with an .ini setting if you like the vanilla WS or want to use a mod like Wizard Slayer Rebalancing.
- The kensai component has been merged with the rest of the warrior tweaks. You can disable it with an .ini setting if you don't like it.
- The revised monk fists have been *un-merged* from the proficiency overhaul and are in their own component.
- I've reverted the Avenger druid kit from being elemental-focused to being poison-and -corrupted-nature-focused, like the original was. Trueclass/Forest druids can shapeshift into a wolf, a dire wolf, a rat (which is initially invisible, good for sneaking if you don't attack anyone), a lion, and a cave bear. Avengers can shapeshift into a small spider (also initially invisible), a giant spider, a wyvern, and a giant troll.
- The old SoB Avenger is spun off into a new kit, the Elementalist. Pretty much what it says on the tin, a druid that can shapeshift into elementals.
- Various kits have a permanent Luck bonus (Corsair, Gallant, Luckrider, Misadventurer).
- Loremasters now have Find Traps as an innate ability, and can cast more spells.
- The Darkcloak of Shar gets more and new innate abilities. Blur, Phantom Blade, and PW: Blind.
- The Spellbender kit is added in the multiclass tweaks! Improvisational casting of both wizard and cleric spells, this kit should be a lot of fun. BIG thanks to DreamSlaveOne over at G3 for providing the .BAMs for these spells!
- A new component that makes sense of the saving throws offered by all spells. Direct, mental, and illusionary spells (Charm, Hold, Spook) offer saves vs. Spells. Spells that you can dodge (Fireball, Entangle, Web) offer saves vs. Breath Weapon. Spells that attack your health (Cloudkill, poison, necromantic/undead effects like level drain) offer saves vs. Death. Spells that change your form (Flesh to Stone, Polymorph Other) offer saves vs. Petrification. Now you can get save bonuses and have a good, sensible idea of what they will and won't do for you (instead of the "saves vs. Spells beat everything" rule of the vanilla game).
- More improvements to the Bladesinger kit to balance it and fix some crash bugs. Bladesong no longer wipes out your quickslot spells!

- More NPC options, to make Nalia a Spellbender and Valygar a multiclass fighter/thief Wizard Slayer.
- Finally, the revised wizard kits! No more oppositions schools (but there is an .ini setting to avoid changing opposition schools, if you want to use this in conjunction with Opp. school changes from Tome & Blood or something like that). Every specialist has special, unique abilities that are all different from each other. Diviners can cast Contingency as a cantrip at level 1, and can't be backstabbed. Invokers do more damage with Invocation spells (only working with TobEx and EE v1.4). Illusionists have permanent SI: Divination and can use the SHadowdancer's Shadow Step ability. Abjurers get a Spell Shield with every Deflection. Enchanters cause nearby enemies to take a saving throw penalty. Transmuters can animate golems to fight for them. And Necromancers can learn to use necromantic touch spells at will.

Eh, my fingers are getting tired of typing all this stuff. Enjoy!


Edited by subtledoctor, 27 May 2015 - 01:43 PM.


#10 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 21 May 2015 - 11:34 PM

- New in the warrior class tweaks, a thoroughly revised Wizard Slayer kit. No MR, no item restrictions, just a couple innate abilities to cause casting failure in nearby wizards: a melee hit effect, and a Disruptive Shout ability. If you install the multiclass tweaks, you can give this kit to a fighter/thief. You can disable this with an .ini setting if you like the vanilla WS or want to use a mod like Wizard Slayer Rebalancing.
- The kensai component has been merged with the rest of the warrior tweaks. You can disable it with an .ini setting if you don't like it.

Instead of a .ini setting as an independent, you could just make a multi choice options when choosing what to install.

Now the .ini choises can help at this, as you can write the choice to the .ini, and then make the install using that.

You should realize that the weidu can display about 20 rows, that's enough text to say exactly what's about to be installed via subcomponents, and provide enough choises to make even the bastard Imp happy. :devil:


Edited by The Imp, 22 May 2015 - 01:01 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#11 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 22 May 2015 - 04:54 AM

I saw some criticism... I think from you... that there were too many components before.  So I merged some components and added the setting file for people unhappy with the mergers.

 

There's a lot of ways to skin this cat, I'm really not sure which is best.



#12 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 22 May 2015 - 05:41 AM

I have never said removal of choices/options is a good thing, I am pretty sure that it was kreso or someone else at G3 for sure. I am against them on this matter full and full.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#13 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 23 May 2015 - 01:25 PM

Ah - that's right. Sorry for my faulty memory.

#14 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 23 May 2015 - 01:30 PM

Don't worry about it... it's not like you have to know everyone's opinion all at ones, just mostly your own. And sometimes not even that. :devil:


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#15 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 01 June 2015 - 07:52 PM

v3.1 is up.  Aside from a few small bug-fixes, this version adds a first attempt at a mod to remove Magic Resistance from the game.  If you like MR, you will *not* like this component. :P

 

https://github.com/s...leases/tag/3.12


Edited by subtledoctor, 14 June 2015 - 01:53 PM.


#16 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 14 June 2015 - 01:53 PM

Updated to v3.12, fixing a bug which dropped missile weapon APR too low when using the proficiency component.

 

If you are using v3.0 or 3.1, you don't need to reinstall to fix that; instead you can use the little "missile fix" modlet linked below, and just continue playing.

 

https://dl.dropboxus...missile fix.zip



#17 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 19 July 2015 - 03:19 PM

And, here is v3.2 - it eliminates the Harrier kit, instead giving its trap-setting ability to Stalkers.  Also gives ALL rangers the ability to backstab at 2x damage, and fixes some other things, like Barbarian Ranger spellcasting and how the mod handles CLSWPBN.2da.

 

https://github.com/s...eleases/tag/3.2



#18 subtledoctor

subtledoctor
  • Modder
  • 656 posts

Posted 05 September 2015 - 09:48 PM

I'm updating the main download to version 3.3:

https://github.com/s...eases/tag/3.3.1

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.beamd...ed-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.beamd...l-tweaks#latest

Cheers!


Edited by subtledoctor, 07 September 2015 - 06:37 PM.


#19 EricP

EricP
  • Member
  • 77 posts

Posted 09 January 2016 - 03:57 PM

Fantastic mod, one of the best ever, in my highly biased opinion, for those of us who crave more of a PnP D&D experience with BGII :) Well done!


Working and playing under Windows 7 Ultimate on a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

Still writing Erysseril NPC mod...

~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in active development.
A female elf wilderness warrior and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more? (Maybe, if I ever finish the mod)


#20 EricP

EricP
  • Member
  • 77 posts

Posted 26 January 2016 - 02:14 PM

Not sure where this belongs, but I've discovered an unwanted issue when installing SoB after Zyraen's exceptionally fantastic mod, BTL. One of the joinable NPCs in that mod, Kiyone, is a ranger (Archer kit), and she comes with custom armor. SoB makes changes to the Ranger class, and to the Archer kit. The result is that, upon joining (and leveling up), Kiyone's custom armor cannot be equipped. It gets moved to her inventory, with an icon shaded red.

 

Attached is my weidu.log file. I promise this file is free of any virus or other unwanted data. I don't know yet how to resolve this issue while keeping both mods, and I don't want to go without either.

 

TIA for any help with this!

 

 

Attached Files


Working and playing under Windows 7 Ultimate on a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

Still writing Erysseril NPC mod...

~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in active development.
A female elf wilderness warrior and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more? (Maybe, if I ever finish the mod)