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-   -   (Mod) Rogue Rebalancing v4.1 Latest (http://www.ironworksforum.com/forum/showthread.php?t=20721)

aVENGER_[RR] 11-09-2007 01:40 AM

Re: Rogue Rebalancing mod v3.81 released
 
Quote:

Originally Posted by Ilyich (Post 1194027)
So a good general rule is Fixpack mods first, Content mods next and then Tweak Pack mods last if at all possible?

Pretty much, yes.

However, note that you should only install one fixpack at a time (i.e. either Baldurdash or the G3 BG2 Fixpack) and that some of the mods which are listed as compatible with RR may not be compatible with each other (i.e. TuTu and BGT are mutually exclusive for obvious reasons). Also, it's always a good idea to check the readme files and the discussion forums of all mods which you intend to install for potential compatibility issues and the recommended install order.

Ilyich 11-12-2007 10:04 AM

Re: Rogue Rebalancing mod v3.81 released
 
I've just finished the Arledrian quest, and when I gave him a Extra Healing Potion, all of my potions disappeared from my quickslot. Also, the second dialogue option for the potion choice has a spelling error, it says "week" instead of "weak."

It is a nice way to flesh out the side with Shadow Thieves half of Chapter 3, and the dagger has already shown its usefulness to me against Tanova.

aVENGER_[RR] 11-13-2007 02:07 AM

Re: Rogue Rebalancing mod v3.81 released
 
Quote:

Originally Posted by Ilyich (Post 1194240)
I've just finished the Arledrian quest, and when I gave him a Extra Healing Potion, all of my potions disappeared from my quickslot. Also, the second dialogue option for the potion choice has a spelling error, it says "week" instead of "weak."

Thanks! I'll fix this in the next update.

Ilyich 11-14-2007 07:30 AM

Re: Rogue Rebalancing mod v3.81 released
 
Off topic, butI have a couple of questions regarding Thief skills.

1. How does Detect Illusion work, is it a passive skill, or does it need to be activated like Turn Undead?

2. What 2-handed weapons can you backstab with, aside from the quarterstaff?

aVENGER_[RR] 11-14-2007 08:12 AM

Re: Rogue Rebalancing mod v3.81 released
 
Quote:

Originally Posted by Ilyich (Post 1194334)
1. How does Detect Illusion work, is it a passive skill, or does it need to be activated like Turn Undead?

You need to enter the "Find Traps" mode for it to work. As long as the "Find Traps" mode is on, and you have a decent amount of skill points invested into "Detect Illusions", any illusions that are in the vicinity of the Thief will be automatically dispelled. However, investing more than 100 points into "Detect Illusion" doesn't seem to grant additional benefits.

Quote:

2. What 2-handed weapons can you backstab with, aside from the quarterstaff?
None. In BG2, a weapon must be natively (without UAI) usable by a single-class Thief in order to be suitable for a backstab.

aVENGER_[RR] 11-14-2007 02:43 PM

Re: Rogue Rebalancing mod v3.81 released
 
Update: After I did some actual in-game testing, I've discovered that the "Detect Illusion" skill can actually dispel illusions of any level and even destroy illusionary creatures such as Projected Images and Mislead clones, but not Simulacrums.

SixOfSpades 11-14-2007 02:48 PM

Re: Rogue Rebalancing mod v3.81 released
 
True. DI is indeed a surprisngly powerful & useful ability, especially as it bypasses SI: Divination.

There is a mod that allows Thieves (including Dual & Multiclasses) to Backstab with pretty much every type of weapon in the game, with the drawback that larger weapons, due to their very size, impose penalties to the Backstab multiplier. So if your Backstab with a Short Sword is x5, you could use a Warhammer and get only x4, and with a Staff it's x3, that kind of thing. I think the mod is Ashes of Embers, but I'm not sure.

aVENGER_[RR] 11-14-2007 03:04 PM

Re: Rogue Rebalancing mod v3.81 released
 
Quote:

Originally Posted by SixOfSpades (Post 1194349)
...especially as it bypasses SI: Divination.

I thought that's a granted since the skill is not magical in nature. ;)
Quote:

There is a mod that allows Thieves (including Dual & Multiclasses) to Backstab with pretty much every type of weapon in the game, with the drawback that larger weapons, due to their very size, impose penalties to the Backstab multiplier. So if your Backstab with a Short Sword is x5, you could use a Warhammer and get only x4, and with a Staff it's x3, that kind of thing. I think the mod is Ashes of Embers, but I'm not sure.
Heh, I suppose I should have said "in unmodded BG2" instead. :) IIRC, Ashes of Ambers can allow all classes to use any weapon while D0Tweaks has a component which implements the backstab penalties for non-standard weapons.

aVENGER_[RR] 12-28-2007 07:29 AM

Re: Rogue Rebalancing mod v3.82 released
 
Happy holidays everyone! :) The Rogue Rebalancing mod has been updated to v3.82. In summary, this small maintenance update resolves a few compatibility issues with other mods, fixes several minor bugs and further enhances the AI scripts of all characters which are altered or introduced by this mod. Here's the full list of changes:


Core component changes:
  • Fixed a bug which could trigger some of the NPC interjections at the wrong places in Arledrian's and Marina's dialogues in case other mods had previously altered them
  • Giving a potion to Arledrian while he is wounded will no longer deplete an entire stack of potions of the same type
  • Slightly revised the saving throw penalties of the Bounty Hunters' Special Snares
  • Main readme updated to SHS format

Changes to the Chosen of Cyric component:
  • During the cutscene at the City Gates the party's spell protections were dispelled a few seconds before Venduris had actually started his incantation. This has been fixed and the dispelling will now occur precisely at the intended time
  • Fixed a bug in Zaeron's script which could occasionally prevent him from attacking valid targets. Furthermore, Zaeron will no longer request Bodak's aid if Bodak has already been killed
  • If any of the Chosen of Cyric characters become charmed or feebleminded Bodak will attempt to remove the effect by targeting them with Arrows of Dispelling
  • In case Venduris, Zaeron or Bodak become blinded they will no longer attempt to hide in shadows while they are still within the visual range of the party
  • The stun chance of the Stormcharged Axe has been reduced to 10% and its electrical damage bonus was reduced to 1d3 points per hit
  • Selina and Zaeron's Spell Sequencers have been slightly revised in order to put more emphasis on protection and defense
  • Made some minor AI tweaks

Changes to the Shadow Thief Improvements component:
  • The Shadow Thieves guarding the captured informant on the top floor of the guildhall have been slightly repositioned. It is now possible to sneak past them and reach Palern unnoticed should you prefer a stealth approach. Once you get to Palern, you can help him escape without alarming the guards by either giving him a Potion of Invisibility or by casting an Invisibility spell on him
  • Blinded Shadow Thieves will no longer attempt to hide in shadows while they are still within the visual range of the party
  • It is no longer possible to receive the bonus XP for stealing Gaelan's key if he has already been killed
  • Removed a few superfluous ambient sound references from the guildhall basement area script
  • The Spell Sequencers of several Shadow Thief spellcasters have been slightly revised in order to put more emphasis on protection and defense
  • Added an incompatibility warning message which prevents the installation of this component in case the "Check the Bodies" mod is detected
  • Made some minor AI tweaks


Note: if you currently have Rogue Rebalancing v3.8 or v3.81 installed then you won't have to start a new game after updating to v3.82. Otherwise, starting a new game is required in order for all components to work properly.

aVENGER_[RR] 03-24-2008 04:41 AM

Re: Rogue Rebalancing mod v3.82 released
 
The Rogue Rebalancing mod has been updated to v3.9. In summary, this release adds several new items to the game, revises some of the items which were introduced in the previous versions of the mod, further expands the "Revised Thievery" component with an option to use the PnP variety of thievery potions and enhances all AI scripts that are used in Rogue Rebalancing through Detectable Spells. In light of these changes, the compatibility with other mods and the recommended install order for Rogue Rebalancing have changed. Please consult the revised Compatibility Guide for more details. The first post in this thread has been updated with the full list of changes.

aVENGER_[RR] 06-09-2008 02:14 AM

Re: Rogue Rebalancing mod v3.91 released
 
The Rogue Rebalancing mod has been updated to v3.91. In summary, this minor update improves the compatibility with the "EasyTutu" and "Beyond the Law" mods, fixes a few small bugs and updates Detectable Spells to the most recent version. Here's the full list of changes:


Core component changes:
  • Resolved a conceptual incompatibility issue between the "Additional equipment for Thieves and Bards" component of Rogue Rebalancing and the "Beyond the Law" mod. In order to prevent the incompatibility, Arledrian's new quest which is introduced by Rogue Rebalancing will not occur if Kova or Kiyone are in the party
  • Some G3 BG2 Fixpack content was erroneously mirrored on EasyTutu installations through Rogue Rebalancing. This will no longer occur as EasyTutu already contains those fixes
  • Fixed some minor cosmetic issues with the Mass Charm, Enthralling Melody and Sound Burst HLAs
  • Reduced the "casting" range of the Bounty Hunters' Special Snares to 1. In effect, this means that the Special Snares can no longer be thrown across the screen
  • The Blade's "Weapons Display" ability will no longer be affected by spell failure, dead magic and wild magic zones
  • Updated Detectable Spells to the latest available version (the same as in SCSII v7)
  • Made some minor code optimizations


Changes to the Chosen of Cyric component:
  • Spell Triggers/Sequencers which contain hostile spells will now properly break the Invisibility (but not Improved Invisibility) of enemy spellcasters who employ them
  • Updated Detectable Spells to the latest available version (the same as in SCSII v7)
  • Made some minor code optimizations


Changes to the Shadow Thief Improvements component:
  • If the party chooses the stealth path, the alarm in the Shadow Thief guildhall basement won't be activated automatically upon entering the area. In that case, deviating from the stealth path (i.e. by taking any hostile actions and/or triggering certain traps) will raise the alarm instead
  • After he is freed, Tizzak will attempt to hide in shadows and quietly sneak out of the guildhall without alerting any opponents who may be nearby
  • Spell Triggers/Sequencers which contain hostile spells will now properly break the Invisibility (but not Improved Invisibility) of enemy spellcasters who employ them
  • Updated Detectable Spells to the latest available version (the same as in SCSII v7)
  • Made some minor code optimizations

aVENGER_[RR] 08-25-2008 02:12 AM

Re: Rogue Rebalancing mod v3.92 released
 
The Rogue Rebalancing mod has been updated to v3.92. In summary, This small maintenance release fixes a couple of stray bugs, improves the compatibility with the One Pixel Productions mod and updates Detectable Spells to the latest available version. Here's the full list of changes:


Core component changes:
  • The Lingering Bard and Skald songs will no longer erroneously stack multiple times before expiring
  • The base price for Sparkburst has been increased
  • The compatibility with the One Pixel Productions mod has been improved. The "Legacy Shields - Bucklers" component of that mod will now be automatically detected and utilized as long as it is installed before Rogue Rebalancing
  • Updated Detectable Spells to the latest available version (the same as in SCSII v8)


Changes to the Chosen of Cyric component:
  • After spending all of his invisibility potions, Venduris would sometimes stand around idly instead of attempting to hide in shadows. This has been rectified
  • Venduris' Ring of Concealment no longer erroneously protects the wearer from the Glitterdust spell and now properly protects the wearer from the Oracle spell
  • Updated Detectable Spells to the latest available version (the same as in SCSII v8)


Changes to the Shadow Thief Improvements component:
  • On certain occasions, Aran Linvail's Mislead clone would remain stationary instead of running away. This issue has been rectified
  • Updated Detectable Spells to the latest available version (the same as in SCSII v8)

aVENGER_[RR] 10-31-2008 04:46 AM

Rogue Rebalancing mod v4.0 released
 
The Rogue Rebalancing mod has been updated to v4.0. In summary, this major release further revises the Thief and Bard HLA tables and tweaks their respective kits a bit further. Optionally, Rogue Rebalancing can now restore the proper PnP racial adjustments for thieving skills and allow Cromwell and Cespenar to upgrade some of the items which are introduced or altered by this mod. The first post in this thread has been updated with the complete list of changes.

aVENGER_[RR] 04-21-2009 03:12 AM

Re: Rogue Rebalancing mod v4.1 released
 
The Rogue Rebalancing mod has been updated to v4.1. In summary, this minor release alters the Alchemy and Scribe Scrolls HLAs in order to make them more customizable. Characters using these abilities can now choose which potion/scroll they wish to create. Furthermore, this update gives characters a chance to talk their way out of trouble after failing to steal an item from a store. The new dialogue options which make that possible are dependant on the character's mental attributes. Here's the full list of changes:


Core component changes:
  • The Alchemy HLA has been slightly revised. Characters using this ability can now choose which potion they wish to brew. However, the raw material cost for brewing a potion must now be paid and the ability can no longer be used in a hostile environment (i.e. during combat). Furthermore, Bards can now brew certain potions that Thieves cannot and vice versa
  • The Scribe Scrolls HLA has been slightly revised. An arcane spellcaster using this ability can now scribe any spell that he can cast onto a scroll. However, the costs for any raw materials that are used in the process must be paid and the ability can no longer be used in a hostile environment (i.e. during combat)
  • The "Revised Thievery" component now gives characters a chance to talk their way out of trouble after failing to steal an item from a store. These dialogue options are dependant on the character's mental attributes

Changes to the Chosen of Cyric component:
  • Resolved a minor compatibility issue with the "Maximum HP for all creatures in the game" component of G3 BG2 Tweaks. That component previously altered the hit points of a specific character who is supposed to die during a cutscene sequence. This will no longer occur
  • Minor code optimizations

Changes to the Shadow Thief Improvements component:
  • Minor code optimizations

Changes to the Upgradeable Equipment component:
  • Cromwell can now upgrade the Keeper of the Law if you bring him a Brine Potion
  • Fixed a harmless response duplication in Cromwell's Returning Frost Dart upgrade dialogue


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