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(Mod) Rogue Rebalancing v4.1 Latest
Introduction
The Rogue Rebalancing mod is a gameplay modification for Baldur's Gate 2: Throne of Bhaal. This mod strives to bring the Rogue classes (Bards and Thieves) and their respective kits closer to their Pen and Paper 2E AD&D incarnations. The mod is divided into multiple components all of which can be installed separately and are completely independent of each other. In so far, Rogue Rebalancing can restore proper dual-wielding skills to Bards and Thieves, revise some of the Bard and Thief kits and their respective high level abilities, add more items useful for Rogues to the game, slightly revise the merchant treatment of stolen goods, enhance the Shadow Thief opponents which the player faces while siding with Bodhi in chapter 2 and introduce a new challenging encounter with a party of Cyric's followers in chapter six. Some of the introduced changes will be applied immediately but, for best results, you should start a new game after installing this mod. More detailed descriptions of all mod components can be found in the documentation section of the Rogue Rebalancing website. Relevant links |
nice thanks alot for the heads up!!!!
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very nice [img]smile.gif[/img] i enjoyed playing a dual-wielding assassin a little while ago
one question though > Swashbucklers now use the Fighter THAC0 progression table (+1 THAC0 at each level up) as per PnP rules is that as well as or instead of the level-based to hit bonuses? |
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BTW, this change is less drastic than it seems. In the unmodded game, the difference between a Swashbuckler's and a Fighter's maximum THAC0 values was just 2 points. |
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anyway - thanks to you and all modders really for helping to keep this game so cool |
awesome mod. thanks!
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I'm a huge fan of theives - huge. Definately one of the most versatile classes and one of the easier classes to solo with. Been considering trying out this mod myself...may give it a whirl after I finish my current run.
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The Rogue Rebalancing mod has been updated to v3.6. In summary, this revision adds difficulty level scaling to the Chosen of Cyric encounter and the Shadow Thief improvements, improves compatibility with other BG2 mods (especially BGT and BGTuTu), corrects several errors which were present in v3.5 and adds a number of small improvements, optimizations and tweaks to the AI scripts of all characters and creatures which are a part of the Rogue Rebalancing mod. The first post in this thread has been updated and contains a full list of changes. As always, it is recommended to completely uninstall any old versions of this mod before installing the latest revision
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Planning on playing thru the series for a fourth time when I get my new pC so will give this mod a shot.
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Rogue Rebalancing has been updated to v3.61. In summary, this small revision adds the French translation to the mod and fixes a few minor issues. Here's the full list of changes:
What's new in v3.61 Core component changes: </font>
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The Rogue Rebalancing mod has been updated to v3.7. In summary, this revision adds a new component which slightly revises the merchant treatment of stolen goods, further improves compatibility with (Easy)TuTu and BGT, allows single-classed thieves to side with Bodhi and brings several mod components even closer to PnP AD&D. The first post in this thread has been updated with the full list of changes.
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Will definatly give this a try, looks like a lot of work went into this.
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Re: Rogue Rebalancing mod v3.7 released
Avenger, I was just playing through the Aran Linvail fight with my solo Kens/Mage and bizarrely, Aran and his lackeys attacked and killed his Mislead illusion, which of course removed the hardest part of the fight. This is a great mod though, apart from that little bug.
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Re: Rogue Rebalancing mod v3.7 released
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BTW, which version of the mod have you been playing? Was it v3.71? |
Re: Rogue Rebalancing mod v3.7 released
I am playing 3.71, although the Mislead was only killed once in the 3 attempts at the fight and getting out through the Lightning Bolt traps alive. (Yes, I died twice on the trapped corridor because I have no Thief. I have no complaint with this of course.)
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Re: Rogue Rebalancing mod v3.7 released
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Re: Rogue Rebalancing mod v3.7 released
<B>BTW, did your character per chance go invisible via Staff of the Magi + Cloak of Non-Detection right at the start of the battle with Aran? That might have triggered the bug since Aran's AI was not taking this into account in v3.71.</B>
No, I don't have the SoTM yet, I opened the door and then ran away as quickly as I could after the Assassins saw me, which triggered Aran's Trigger but not his dialogue which results in the big metal door locking. <B>BTW, since you actually managed to solo the entire Shadow Thief Improvements, (a great feat, since the encounters were designed with a full party in mind) would you mind posting your impressions of the combat and perhaps some of the tactics that you used? I'd really like to get more feedback on the the Shadow Thief Improvements component.</B> Due to doing the component relatively late in chapter 3 and my Kens/Mage being level 13/19, I found the fights relatively easy with Stoneskin, Spell Immunity (for Charm, Confusion and Feeblemind spells) and Protection from Normal Weapons for near complete immunity to the lesser thieves attacks. I also used Invisibility potions to "Backstab" their mages. In terms of equipment I was dual-wielding CFury and Sanchuudoku (off-hand) with Vecna and Boots of Speed with 5 points in Katana and 3 in dual-wielding. I just beat them to death after the buffs. Also I couldn't help noticing that there were less thieves for me to fight than the first time I did this component with a party. I think that the number of thieves should stay constant regardless of party makeup. I also noticed the absence of Renal and the Fence, I believe they should be added to their relevant floors as "Lieutenants" with at least a 5x Backstab and magic weapons. Renal could have a +3 Short Sword and the Fence can have a +2 weapon, after all, they both have access to them. Also Gaelan Bayle's Fence should have a contingent of thieves as guards as well, identical to Gaelan's guards would be fine. In terms of AI scripts, the thieves are as good as anything I have seen in any mod. |
Re: Rogue Rebalancing mod v3.7 released
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Re: Rogue Rebalancing mod v3.7 released
<B>Hmm, the number of the thieves should stay the same regardless of the number of party members. Only a Difficulty Level change (i.e. Core Rules vs. Normal) would affect that. Did you per chance play a different (earlier) version of the mod with a full party?</B>
I'm playing on Core, and the full party playthrough was in November 2005. <B>Renal is missing from the fight in the unmodded game as well. I think Bioware deliberately did this since he is a canonic FR character (in the books) so I chose not to include him as well. As for Marina, well, let's just say that she's too much of an opportunist to blindly follow orders which spell out certain death.</B> Roleplaying NPC's. I like that a lot. <B>Well, in Rogue Rebalancing Arledrian (the fence) has a separate agenda from Gaelan and the Shadow Thieves. If you do his quest (which incidentally requires that you side with the Shadow Thieves rather than with Bodhi) you'll see what I mean.</B> I see, I'll have to play through to see that, it sounds interesting. <B>BTW, how did you like their scroll use?</B> I liked it a lot. It didn't help them a great deal against a TOB level character, but this component is not meant to challenge TOB level characters. I might rush to Spellhold next time I play through it just to see if the increased difficulty is bearable. |
Re: Rogue Rebalancing mod v3.7 released
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Re: Rogue Rebalancing mod v3.7 released
Avenger, I noticed a typo in the description of the Abashai Hide from the Venduris encounter. The typo is a redundant "the" in the second sentence, it is bolded below.
<I>This peculiar armor is rumored to have come from Sigil. Not much is known of its previous owners but the armor seems to have been cut from the hide of a lesser Baatezu, and those who wear <B>the</B> it are bestowed with slight damage and elemental resistances. It is unclear whether these powers come from the hide itself or an enchantment placed upon it.</I> |
Re: Rogue Rebalancing mod v3.7 released
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Re: Rogue Rebalancing mod v3.7 released
<B>BTW, how did you like the descriptions of the new items introduced by RR? It seems that very few people read them nowadays. Also, any comments on the Chosen of Cyric encounter?</B>
They are well written and interesting descriptions. I read all the item descriptions all the time anyway, but these are, for mod items, unusually concise. As for the fight, the AI is again, extremely good. As a soloist, I had to use Spell Immunity: Enchantment and Conjuration to block the insta-kill effects of Charm and Maze, which are of little consequence for a party, but aside from that, very little spells aside from Stoneskin, PfMW, Breach and Dispel Magic. Celestial Fury made short work of the unprotected Mages and the Thief. Venduris and the other two were little threat after their ranged support were destroyed. I am certain that had I not used a Kensai/Mage, the fight would have been much more difficult. |
Re: Rogue Rebalancing mod v3.7 released
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Re: Rogue Rebalancing mod v3.7 released
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a) Not everyone consummates the romance by this point. For example, if you rush to Spellhold in order to save Imoen quickly, it's entirely possible that your RomanceActive global will still be at 1 (especially if you're romancing Jaheira) which means that Bodhi won't kidnap your significant other. b) Not everyone plays BG2 for the romance bit. Although the majority of the players will likely engage in a romance, some people will choose not to, or may simply prefer to create their own custom party. c) Several mod NPCs who are viable romantic interests don't get abducted by Bodhi. d) It has always been possible to delay the encounter until you resurrect your romantic interest, for those who perfer to face the Chosen of Cyric with a full party. This has been clearly stated in the readme. You just need to lower the difficulty down to "Novice" until you leave the Graveyard area and than raise it back again once you return. BTW, if none of the above works for you, and you are not a Paladin or a Ranger and don't mind losing a few reputation points, you can even out the odds by transforming into the Slayer and chunking Venduris through a dialogue option before combat starts. Of course, it's also possible to resolve the entire encounter peacefully, via dialogue, thus avoiding combat altogether. ;) |
Re: Rogue Rebalancing mod v3.7 released
Yeah, it's just I can't help wondering if it would have been a slightly better move to allow the roleplayer just a bit more leeway when it comes to getting their sweetie back; the placement of the current encounter reads like a deliberate attempt to kick somebody when they're down--and likely out of all their best spells, as well. Personally (and this is just me in nitpicker mode, BTW), I would have the encounter be triggered by the player attempting to leave Athkatla with the Lanthorn.
True, the player can always turn the encounter off temporarily, and even though that's a very nice feature to put into a mod, it still requires metagaming. That's really a no-win kind of dilemma, so you certainly can't be blamed for that . . . but I <u>can</u> needle you for saying that you calibrated the encounter for a party of 6 with roughly 3 million EXP apiece, and then turning right around and using "rushing to Spellhold" as a loophole. ;) |
Re: Rogue Rebalancing mod v3.7 released
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Re: Rogue Rebalancing mod v3.7 released
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You say there's no way to ensure 100% odds of getting the encounter . . . personally, I see nothing really wrong with that. One of my mod ideas is to take the Drizzt encounter and reduce the odds of it happening from 100% to 10%, and write up 9 new encounters for that same slot, each of which is equally likely to happen. Less metagaming to pick certain spells in advance to counter known contingencies. More random. More fun. |
Re: Rogue Rebalancing mod v3.7 released
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Re: Rogue Rebalancing mod v3.8 released
The Rogue Rebalancing mod has been updated to v3.8. In summary, this revision adds the proper (PnP) Bard spell progression table as an optional component, makes some minor adjustments to the Swashbuckler thief kit, adds an option to make the bonuses from potions which increase thieving skills non-stackable, resolves the compatibility issues which previously caused the "Shadow Thief Improvements" and the "Chosen of Cyric" components to conflict with a few other mods and further improves the AI of the CoC and STI opponents. Note: it is now mandatory to start a new game after installing the Rogue Rebalancing mod, otherwise you will miss the bulk of the new content which it introduces. The first post in this thread has been updated with the full list of changes.
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Re: Rogue Rebalancing mod v3.8 released
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Re: Rogue Rebalancing mod v3.8 released
It's per PnP rules. :) I assume the Bioware developers didn't implement it properly merely because the Detect Illusion skill was not available in BG1 when the Potion of Perception was first introduced.
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Re: Rogue Rebalancing mod v3.81 released
The Rogue Rebalancing mod has been updated to v3.81. In summary, this update resolves a few compatibility issues with other mods and fixes several minor bugs. Here's the full list of changes:
Core component changes:
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Re: Rogue Rebalancing mod v3.81 released
Avenger, something odd regarding Arledrian and his dialogue choices in Chapter 2.
1. http://img231.imageshack.us/my.php?i...rdness1ol7.jpg Option 3 carries on to describe the Blindstrike Bow and Hold Fast before leading to this: 2. http://img207.imageshack.us/my.php?i...rdness2dm9.jpg This carries on to describe the Rogue's Cowl and the Shadowed Boots. 3.http://img141.imageshack.us/my.php?i...rdness3qs3.jpg The two dialogue options are a complete description of Salamander's Tongue and Dead Man's Face. Salamander's Tongue opens the shop screen, whereas Dead Man's Face ends the dialogue. I'm using 3.81. |
Re: Rogue Rebalancing mod v3.81 released
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BTW, could you post the contents of your WeiDU.log? You can find that file in your BG2 folder. Just open it with Notepad and Copy -> Paste its contents here. |
Re: Rogue Rebalancing mod v3.81 released
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun ~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades ~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions ~RR/SETUP-RR.TP2~ #0 #2 // Bard kit revisions ~RR/SETUP-RR.TP2~ #0 #3 // Bard High Level Ability revisions ~RR/SETUP-RR.TP2~ #0 #4 // Proper spell progression for Bards ~RR/SETUP-RR.TP2~ #0 #5 // Additional equipment for Thieves and Bards ~RR/SETUP-RR.TP2~ #0 #6 // Revised Thievery ~RR/SETUP-RR.TP2~ #0 #7 // Chosen of Cyric encounter ~RR/SETUP-RR.TP2~ #0 #8 // Shadow Thief Improvements ~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements ~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements ~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements ~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only ~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot ~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence ~SETUP-D0QUESTPACK.TP2~ #0 #6 // Intrigue In The Copper Coronet ~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials ~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement ~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw ~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement ~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home ~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich ~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation ~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery ~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries ~SETUP-D0TWEAK.TP2~ #0 #1 // Corrected Summoned Demon Behaviour ~SETUP-D0TWEAK.TP2~ #0 #2 // Corrected Demon Animations ~SETUP-D0TWEAK.TP2~ #0 #4 // Tweaked Weapon Enchantments ~SETUP-D0TWEAK.TP2~ #0 #5 // Additional Racial Enemies ~SETUP-D0TWEAK.TP2~ #0 #6 // Summonning Cap Removal ~SETUP-D0TWEAK.TP2~ #0 #7 // PnP Celestial Fury ~SETUP-D0TWEAK.TP2~ #0 #11 // Visual Ioun Stones ~SETUP-D0TWEAK.TP2~ #0 #13 // Kensai Ryu's Restored Drow Innate Abilities ~SETUP-D0TWEAK.TP2~ #0 #17 // Sensible Lore Table ~SETUP-D0TWEAK.TP2~ #0 #21 // BG1-Style Summoning Spells ~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB) ~SETUP-OVERSIGHT.TP2~ #0 #1 // Alignment Correction ~SETUP-OVERSIGHT.TP2~ #0 #2 // Class Tweaks/Fixes ~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells ~SETUP-OVERSIGHT.TP2~ #0 #4 // Improved Continuity ~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything) ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #605 // Change Jaheira to Neutral Good ~SETUP-TACTICS.TP2~ #0 #0 // Improved Ilyich (requires ToB) ~SETUP-TACTICS.TP2~ #0 #1 // The Ritual (requires ToB) ~SETUP-TACTICS.TP2~ #0 #2 // Improved TorGal and De'Arnisse Keep ~SETUP-TACTICS.TP2~ #0 #4 // Improved Bodhi ~SETUP-TACTICS.TP2~ #0 #6 // Improved Guarded Compound in the Temple District ~SETUP-TACTICS.TP2~ #0 #7 // Improved Twisted Rune ~SETUP-TACTICS.TP2~ #0 #9 // "Red Badge" Poison-Based Encounter ~SETUP-TACTICS.TP2~ #0 #11 // Gebhard Blucher's Lich in the Docks ~SETUP-TACTICS.TP2~ #0 #13 // Kensai Ryu's Tougher Kangaxx and Guardians ~SETUP-TACTICS.TP2~ #0 #14 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks ~SETUP-TACTICS.TP2~ #0 #15 // Kensai Ryu's Improved Crypt King ~SETUP-TACTICS.TP2~ #0 #17 // Gebhard Blucher's Random City Encounters ~SETUP-TACTICS.TP2~ #0 #18 // Kensai Ryu's Random Wilderness Encounters ~SETUP-TACTICS.TP2~ #0 #24 // Kensai Ryu's Smarter Vampires ~SETUP-TACTICS.TP2~ #0 #26 // Fighter-Class Archer Kit ~SETUP-TACTICS.TP2~ #0 #27 // Anti-Paladin Kit ~SETUP-TACTICS.TP2~ #0 #28 // Göran Rimén's Improved Nymphs ~SETUP-TACTICS.TP2~ #0 #31 // Mike Barnes' Improved Small Teeth Pass ~SETUP-TACTICS.TP2~ #0 #32 // Mike Barnes' Improved North Forest ~SETUP-TACTICS.TP2~ #0 #35 // Tougher Druid Grove ~SCSII/SETUP-SCSII.TP2~ #0 #10 // Detectable spells and effects (required for most other components) ~SCSII/SETUP-SCSII.TP2~ #0 #20 // Allow Spellstrike to take down a Protection from Magic scroll ~SCSII/SETUP-SCSII.TP2~ #0 #30 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning) ~SCSII/SETUP-SCSII.TP2~ #0 #40 // Antimagic attacks penetrate improved invisibility ~SCSII/SETUP-SCSII.TP2~ #0 #50 // Iron Skins behaves like Stoneskin (can be brought down by Breach) ~SCSII/SETUP-SCSII.TP2~ #0 #61 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage ~SCSII/SETUP-SCSII.TP2~ #0 #70 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc. ~SCSII/SETUP-SCSII.TP2~ #0 #80 // Revert Greater Restoration back to only affecting one creature ~SCSII/SETUP-SCSII.TP2~ #0 #90 // Blade Barrier and Globe of Blades only affect hostile creatures ~SCSII/SETUP-SCSII.TP2~ #0 #100 // Cap damage done by Skull Trap at 12d6 ~SCSII/SETUP-SCSII.TP2~ #0 #110 // Make Minute Meteors into +2 weapons ~SCSII/SETUP-SCSII.TP2~ #0 #140 // Move Vhailor's Helm into Throne of Bhaal ~SCSII/SETUP-SCSII.TP2~ #0 #150 // Move the Robe of Vecna into Throne of Bhaal ~SCSII/SETUP-SCSII.TP2~ #0 #155 // Replace +1 magical weapons with Fine ones ~SCSII/SETUP-SCSII.TP2~ #0 #160 // Remove unrealistically helpful items from certain areas ~SCSII/SETUP-SCSII.TP2~ #0 #170 // Remove unrealistically convenient ammunition from certain areas ~SCSII/SETUP-SCSII.TP2~ #0 #175 // Faster Bears ~SCSII/SETUP-SCSII.TP2~ #0 #183 // Increase the price asked by Gaylan Baele -> Gaylan wants 100,000 gold pieces ~SCSII/SETUP-SCSII.TP2~ #0 #190 // Make Watchers' Keep accessible between SoA and ToB ~SCSII/SETUP-SCSII.TP2~ #0 #201 // Prevent party members from dying irreversibly ~SCSII/SETUP-SCSII.TP2~ #0 #220 // Smarter general AI ~SCSII/SETUP-SCSII.TP2~ #0 #230 // Better calls for help ~SCSII/SETUP-SCSII.TP2~ #0 #235 // Potions for NPCs ~SCSII/SETUP-SCSII.TP2~ #0 #238 // Improved Spiders ~SCSII/SETUP-SCSII.TP2~ #0 #240 // Improved fiends -> Fiends have fast, uninterruptable innate magic ~SCSII/SETUP-SCSII.TP2~ #0 #250 // Smarter genies -> Genies have fast, uninterruptable innate magic ~SCSII/SETUP-SCSII.TP2~ #0 #260 // Smarter celestials -> Celestials have fast, uninterruptable innate magic ~SCSII/SETUP-SCSII.TP2~ #0 #270 // Smarter dragons -> Dragons have fast, uninterruptable innate magic ~SCSII/SETUP-SCSII.TP2~ #0 #281 // Smarter beholders -> Upgrade the beholders found in the hive in the Underdark (borrowed from Quest Pack) ~SCSII/SETUP-SCSII.TP2~ #0 #291 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids cannot see invisible enemies ~SCSII/SETUP-SCSII.TP2~ #0 #300 // Smarter githyanki ~SCSII/SETUP-SCSII.TP2~ #0 #310 // Enemy mages use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages) ~SCSII/SETUP-SCSII.TP2~ #0 #320 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting ~SCSII/SETUP-SCSII.TP2~ #0 #330 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting ~SCSII/SETUP-SCSII.TP2~ #0 #341 // Add high-level abilities (HLAs) to ToB mages -> All ToB mages who can cast 9th-level spells get HLAs ~SCSII/SETUP-SCSII.TP2~ #0 #351 // Add high-level abilities (HLAs) to ToB priests -> All ToB priests who can cast 9th-level spells get HLAs ~SCSII/SETUP-SCSII.TP2~ #0 #361 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs ~SCSII/SETUP-SCSII.TP2~ #0 #371 // Add high-level abilities (HLAs) to SoA priests -> All SoA priests who can cast 9th-level spells get HLAs ~SCSII/SETUP-SCSII.TP2~ #0 #380 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics) ~SCSII/SETUP-SCSII.TP2~ #0 #385 // Enhanced Sendai's Enclave ~SCSII/SETUP-SCSII.TP2~ #0 #387 // Improved Shade Lord ~SCSII/SETUP-SCSII.TP2~ #0 #402 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches) ~SCSII/SETUP-SCSII.TP2~ #0 #410 // Improved minor encounters [almost no content yet] ~SCSII/SETUP-SCSII.TP2~ #0 #415 // Give SCS II style AI to Ascension enemies ~SCSII/SETUP-SCSII.TP2~ #0 #420 // Ease-of-use party AI ~SCSII/SETUP-SCSII.TP2~ #0 #430 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic) ~SCSII/SETUP-SCSII.TP2~ #0 #440 // Move Boo into Minsc's pack ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1050 // Gradual Drow Item Disintegration ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grand Mastery (Weimer) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grand Mastery (Baldurdash) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters -> Arcane & Divine Magic ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3020 // Identify All Items ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3072 // Change Effect of Reputation on Store Prices -> Reputation Has No Effect, Stores Price Fixed at 80% (Luiz) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs are never angry about reputation ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Staffs, Clubs, and Slings (Icelus) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3210 // Minimum Stats Cheat ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table Is that it? |
Re: Rogue Rebalancing mod v3.81 released
Yup, that's it, thanks.
Starting a new game should fix the bug you've experianced and here are a few other suggestions. Before starting a new game, you should uninstall Rogue Rebalancing and install it after the Quest Pack and Tactics but before BG2 Tweaks. For the recommended install order see this thread. Also, once you start a new game, make sure that you create your protagonist from scratch, i.e. don't import an existing character. |
Re: Rogue Rebalancing mod v3.81 released
Also, another thing I just discovered - the "Summons/NPCs Set Off Traps" component of Ding0's Tweak Pack is conceptually incompatible with the "Shadow Thief Improvements" component of Rogue Rebalancing as it will inadvertently cause the Shadow Thief opponents to trigger their own traps. If you wish to use both of these components at the same time then you must install "Summons/NPCs Set Off Traps" before "Shadow Thief Improvements" so that the changes it introduces do not apply to the STI areas. The other components of Ding0's Tweak Pack are fully compatible and should be installed after Rogue Rebalancing.<!--IBF.ATTACHMENT_358426-->
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Re: Rogue Rebalancing mod v3.81 released
So a good general rule is Fixpack mods first, Content mods next and then Tweak Pack mods last if at all possible?
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