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

aVENGER_[RR] 06-10-2007 04:54 AM

(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

Harkoliar 06-10-2007 05:36 AM

nice thanks alot for the heads up!!!!

Armen 06-10-2007 07:36 AM

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?

aVENGER_[RR] 06-10-2007 07:47 AM

Quote:

Originally posted by Armen:
> 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? [/QB]
Instead, which means that the PnP Fighter THAC0 progression replaces the innate "+1 to hit per 5 levels of experiance" bonus.

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.

Armen 06-11-2007 06:47 AM

Quote:

Originally posted by aVENGER_[RR]:
this change is less drastic than it seems
i can see that - my guess is that your thaco improves more quickly in the mid-levels

anyway - thanks to you and all modders really for helping to keep this game so cool

Legolas The Magnificent 06-19-2007 11:07 AM

awesome mod. thanks!

Detherin 06-19-2007 12:48 PM

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.

aVENGER_[RR] 06-25-2007 03:36 PM

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

xander12402 06-26-2007 05:45 AM

Planning on playing thru the series for a fourth time when I get my new pC so will give this mod a shot.

aVENGER_[RR] 07-01-2007 03:23 PM

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>
  • Added the French translation (courtesy of Graoumf)</font>
  • Fixed a small issue with Marina's AI script</font>
  • Fixed some minor dialogue errors</font>
  • Fixed missing RR folder icon</font>
Changes to the Chosen of Cyric component:

</font>
  • Added the French translation (courtesy of Graoumf)</font>
  • Charmed and Panicked opponents will no longer attempt to attack the party</font>
  • The inventory icon for Venduris' Shadow Wrap cloak is no longer missing</font>
Changes to the Shadow Thief improvements component:

</font>
  • Added the French translation (courtesy of Graoumf)</font>
  • Spells cast from scrolls by the Shadow Thief opponents are now disruptable and will be properly affected by Silence and Miscast Magic, as per PnP rules. (Note: spells cast from scrolls by the player remain non-disruptable and are unaffected by Silence and Miscast Magic, as in the unmodded game)</font>
  • Charmed and Panicked opponents will no longer attempt to attack the party</font>
  • The check for SimDing0's Quest Pack will now properly work on a Big Picture installation</font>

aVENGER_[RR] 07-28-2007 02:43 AM

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.

Dragonshadow 07-28-2007 07:24 PM

Will definatly give this a try, looks like a lot of work went into this.

Ilyich 09-17-2007 05:51 PM

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.

aVENGER_[RR] 09-18-2007 08:40 AM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by Ilyich (Post 1189616)
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.

Heh, now that's a new one. :D I'll look into it for v3.8.

BTW, which version of the mod have you been playing? Was it v3.71?

Ilyich 09-18-2007 11:49 AM

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.)

aVENGER_[RR] 09-18-2007 02:59 PM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by Ilyich (Post 1189702)
I am playing 3.71, although the Mislead was only killed once in the 3 attempts at the fight

Thanks again for reporting that bug, I've found out what was causing it and corrected it for the next release. :) 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.
Quote:

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.)
There's a Potion of Absorption in one of the chests in the room where Dedral and his cohort ambush you. It grants 100% electrical resistance for 10 turns and +10 bonus to crushing attacks (i.e. those of Golems) so even non-thieves can get through that area relatively safely. ;) 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.

Ilyich 09-20-2007 08:38 AM

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.

aVENGER_[RR] 09-20-2007 09:49 AM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by Ilyich (Post 1189901)
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.

Good catch, I'll fix that too for v3.8.

Quote:

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.
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?

Quote:

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.
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. :)

Quote:

Also Gaelan Bayle's Fence should have a contingent of thieves as guards as well, identical to Gaelan's guards would be fine.
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. ;)

Quote:

In terms of AI scripts, the thieves are as good as anything I have seen in any mod.
Thanks! :) BTW, how did you like their scroll use?

Ilyich 09-22-2007 05:14 PM

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.

aVENGER_[RR] 09-22-2007 05:42 PM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by Ilyich (Post 1190110)
I'm playing on Core, and the full party playthrough was in November 2005.

Ahh, that explains it, you must have played the dreaded v3.11 back then. :D The STI component was heavily revised in the recent versions of the mod (v3.5 and above) and in many cases, enemy placement and numbers have been significantly altered. In summary, there are less opponents now but they act smarter.
Quote:

I might rush to Spellhold next time I play through it just to see if the increased difficulty is bearable.
Heh, if anything, it's much easier with a full party. As long as your characters are around 750,000 XP or more you shouldn't have any significant problems. ;)

Ilyich 09-29-2007 05:57 AM

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>

aVENGER_[RR] 09-29-2007 08:38 AM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by Ilyich (Post 1190639)
Avenger, I noticed a typo in the description of the Abashai Hide from the Venduris encounter.

Thanks! :) It will be corrected for v3.8. 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?

Ilyich 09-30-2007 04:12 PM

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.

aVENGER_[RR] 10-01-2007 02:11 AM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by Ilyich (Post 1190757)
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.

Heh, thanks. :)

Quote:

I am certain that had I not used a Kensai/Mage, the fight would have been much more difficult.
It might also be due to the gap between your XP and the XP range for which the battle was designed for. I assume your solo character had already maxed out at 8 million XP while the CoC encounter was designed with a 6 person party at about 3 million XP in mind. OTOH, a Kensai/Mage is indeed a very powerful character. ;) BTW, for v3.8 I've made the CoC characters and the Shadow Thieves fight a bit more defensively by putting more effort into prolonged survival instead of maximizing the damage.

SixOfSpades 10-01-2007 12:26 PM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by aVENGER_[RR] (Post 1190802)
Heh, thanks. :)
. . . the CoC encounter was designed with a 6 person party at about 3 million XP in mind.

Well, if it's still at the same point in the game that it has been previously, don't you really mean a five person party with some important baggage? ;)

aVENGER_[RR] 10-01-2007 02:50 PM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by SixOfSpades (Post 1190858)
Well, if it's still at the same point in the game that it has been previously, don't you really mean a five person party with some important baggage? ;)

Not necessarily. :)

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. ;)

SixOfSpades 10-02-2007 12:20 AM

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. ;)

aVENGER_[RR] 10-02-2007 02:24 AM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by SixOfSpades (Post 1190928)
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.

Well, it is an ambush. You don't really expect a bunch of Cyric's followers (and thieves at that) to politely challenge you do a duel? ;) Also, it's entirely possible to rest inside Bodhi's crypt and in the surface Graveyard area as well. An autosave is made right before you exit Bodhi's lair (and it's no longer being overwritten by the CoC save) so you can always reload and rest in case you forgot to do so beforehand.

Quote:

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.
Basically, it would have taken a bunch of craptastic workarounds to make the encounter trigger with these conditions. While setting up the CoC as a random encounter is indeed possible, that method is not always 100% reliable and can lead to further issues. Also, when I first designed the encounter (back in 2002) this technique was not known, so I made a choice to make it happen at a certain point in time mainly due to coding reasons. From a RP perspective it could happen at any time before you return to Elhan with the Lanthorn people who delay it in order to resurrect their romantic interest first should not feel bad about it. :)

Quote:

...but I can 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. ;)
Heh, good point. :) However, you can still delay the encounter until you get more XP. :P

SixOfSpades 10-04-2007 12:57 AM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by aVENGER_[RR] (Post 1190934)
Well, it is an ambush. You don't really expect a bunch of Cyric's followers (and thieves at that) to politely challenge you do a duel? ;) Also, it's entirely possible to rest inside Bodhi's crypt and in the surface Graveyard area as well.

Very true--and CHARNAME is well known to have spent a good deal of time in Athkatla and in association with Bodhi (either for or against her), so the Graveyard District is a natural spot for them to look for you. The only problem is that players turning the encounter 'Off' until they're ready for it, or resting in Bodhi's lair for that specific reason, pretty much defeats the whole nature of "ambush" in the first place. I'm not exactly complaining, or asking for a change, I'm just saying it would probably have been more fun as an actual random encounter, where I actually <u>am</u> caught unprepared (but without gratuitous disadvantages, like having a dead Aerie in my bags, or being trapped in a dead-end ravine like the Tactics encounters).

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.

aVENGER_[RR] 10-04-2007 02:18 AM

Re: Rogue Rebalancing mod v3.7 released
 
Quote:

Originally Posted by SixOfSpades (Post 1191166)
The only problem is that players turning the encounter 'Off' until they're ready for it, or resting in Bodhi's lair for that specific reason, pretty much defeats the whole nature of "ambush" in the first place.

Not really. While delaying the encounter via difficulty slider can be viewed as metagaming when just the game mechanics are considered, in RP terms, it's quite feasible that the party returned to Atkhatla to restock their supplies after the trip to Amaunator's altar and got ambushed then.

Quote:

I'm not exactly complaining, or asking for a change, I'm just saying it would probably have been more fun as an actual random encounter, where I actually am caught unprepared (but without gratuitous disadvantages, like having a dead Aerie in my bags, or being trapped in a dead-end ravine like the Tactics encounters).
Well, it does feel a bit more like a random encounter in v3.8, complete with the ominous "You have been waylaid by enemies..." sound, but that's basically just fluff, it's still completely scripted. :) That change came about a while ago when I decided to scrap the graveyard area cutscene in order to avoid potential compatibility issues. See here for more details

aVENGER_[RR] 10-04-2007 02:44 PM

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.

SixOfSpades 10-06-2007 12:22 AM

Re: Rogue Rebalancing mod v3.8 released
 
Quote:

Originally Posted by aVENGER_[RR]
Also, the Potions of Perception now grant a +20% bonus to Detect Illusions instead of a bonus to Stealth.

YES. Righteous, brother. And good job on the non-stacking of Potions, too--looks like the Pick Pockets score will actually become a little bit meaningful again.

aVENGER_[RR] 10-06-2007 01:41 AM

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.
Quote:

looks like the Pick Pockets score will actually become a little bit meaningful again.
Yes, it is now much more important to actually invest some points into pickpocketing in case one desires to use it. ;)

aVENGER_[RR] 10-28-2007 10:39 PM

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:
  • The "Revised Thievery" component can now be installed on (Easy) TuTu and Classic Adventures (Note: on those installations only the "non-stacking potions" part of the component works)
  • The Jester's innate trait "Fool's Luck" will now correctly apply the +5% bonus to the Pick Pockets skill
  • Fixed a duplicate response in one of Arledrian's dialogue branches and made some minor tweaks to his AI script
  • Fixed a duplicate response in one of Gaelan's dialogue branches
  • Greagan's Harp was erroneously usable by Monks
Changes to the Chosen of Cyric component:
  • Fixed a bug which could sometimes prevent Venduris, Grok and Bodak from becoming invisible during one of the encounter resolution cutscenes
  • Fixed a bug which sometimes prevented Grok from switching between his weapons
  • Resolved a minor incompatibility issue with the Improved Anvil mod
Changes to the Shadow Thief Improvements component:
  • Resolved some minor script conflicts which could previously occur when other AI-enhancing mods were installed. For example, several Shadow Thief opponents were unintentionally getting additional potions from both "Shadow Thief Improvements" and "Sword Coast Stratagems II". This has been fixed, and they will now only receive one set of potions
  • Fixed a bug which could cause the Spell Sequencer cast by a Zhentarim Mercenary to crash the game under rare circumstances
  • Fixed a bug in Aran Linvail's AI script which could occasionally cause him to stand idle for a short while
  • Made some minor script tweaks
Note: if you currently have Rogue Rebalancing v3.8 installed then you won't have to start a new game after updating to v3.81. Otherwise, starting a new game is required in order for all components to work properly.

Ilyich 11-06-2007 05:08 PM

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.

aVENGER_[RR] 11-07-2007 02:10 AM

Re: Rogue Rebalancing mod v3.81 released
 
Quote:

Originally Posted by Ilyich (Post 1193905)
Avenger, something odd regarding Arledrian and his dialogue choices in Chapter 2.I'm using 3.81.

Hmm, looks like a typical case of loading an existing save game after re-installing mods in a different order. I think you'll have to start a new game, as other dialogue files might be messed up as well.

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.

Ilyich 11-07-2007 04:49 AM

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?

aVENGER_[RR] 11-07-2007 05:02 AM

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.

aVENGER_[RR] 11-08-2007 01:57 AM

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-->

Ilyich 11-08-2007 11:41 AM

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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