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NOTICE!!!
THIS MOD IS DEPCRECATED
INSTEAD, USE:
THANK YOU.
Author: Duns Scotus, the SubtleDoctor
On the web: Home page and discussion forum
LAST VERSION: 6.6
This mod is all about improving gameplay. While I love mods that bring the game closer to PnP, like Rogue Rebalancing and aTweaks, BG is a single-player computer game. If tweaking a rule makes this specific game more fun, then it's a good tweak, PnP be damned. Consider this mod as a collection of 'house rules' specific to the BG campaign. Every choice has been made with an eye to the particular gameplay mechanics of BG2 and the EEs.
I call this a "post-hac tweak mod" because it is designed to be installed on top of - not instead of - all the other great mods out there. I began with a BGT game with over 75 mods; they made the game great, but a few things still irked me, like awkwardly fourth-wall-breaking weapon names. (Holy sword +6? Really? That's a punchline, not a game feature.)
Everything is completely optional. You can use as many or as few of the mod components as you want. There is no 'core' component; use what you like, ignore what you don't.
Windows:
The mod archive should be extracted into your game folder from the archive (or just unzipped and then copied there). If properly extracted, you should have an "SoB" folder and "setup-SoB.exe" in your BG2 folder. To install, simply double-click "setup-SoB.exe" and follow the instructions on screen.
Please run setup-SoB.exe in your BG2 folder to reinstall, uninstall or otherwise change components.
Mac OS X:
This mod is packaged and installed with WeiDU. To install, simply extract the contents of the mod into your game folder. If properly extracted, you should have a folder called "Scales_of_Balance" and the "WeiDU Mac Launcher" app in your BG2 directory. To install, simply double-click the WeiDU Launcher, choose Scales of Balance from the list, and follow the instructions on screen.
Scales of Balance is designed to work with any Infinity Engine game on a variant of the BG2 engine that someone might purchase and play today, in 2014. At the moment, that includes TOB, TuTu, BGT, BG:EE, BG2:EE, and IWD:EE.
Scales of Balance aims to be compatible with almost all other popular mods. There are however a few compatibility issues of note:
See the component descriptions below for more specific information about compatibility.
Load Order:
Scales of Balance should be installed after all other mods that add or change creatures, items, spells, and kits. It should be installed after most tweak mods, like Tweaks Anthology. Most of this mod should slot in nicely immediately before or immediately after SCS... *except* the MRO: if you install aTweaks PnP fiends, the MRO component should be installed after that. (That's why I moved the MRO to the end as of v5.3.) Alternatively, if you want really hard aTweaks fiends, you can install aTweaks after the MRO, and they will be the only creatures in the game that have magic resistance.
My personal install order looks something like this:
Modder Resources:
Scales of Balance adds several custom spellstates to SPLSTATE.IDS. It uses the 4th byte of stat 115, Clubs proficiency, for certain features, principally the Revised Weapon Styles component.
Item & Weapon Overhaul (IWO): Yet Another Revised Armor System
This component changes armor to give the wearer a mix of Armor Class and Damage Resistance bonuses. The values are listed below:
Armor: leather: AC 8 -1 Dex 8% DR +2 casting time +0 weapon speed 0% miscast chance 0 movement penalty studded: AC 7 -2 Dex 12% DR +2 casting time +0 weapon speed 0% miscast chance 0 movement penalty hide armor: AC 6 -3 Dex 24% DR +3 casting time +0 weapon speed 0% miscast chance 0 movement penalty chain mail: AC 5 -3 Dex 24% DR +3 casting time +1 weapon speed 0% miscast chance 0 movement penalty splint mail: AC 5 -4 Dex 30% DR +4 casting time +2 weapon speed 0% miscast chance 0 movement penalty plate mail: AC 4 -5 Dex 36% DR +5 casting time +2 weapon speed 0% miscast chance 0 movement penalty full plate: AC 3 -4 Dex 42% DR +5 casting time +2 weapon speed 0% miscast chance 0 movement penalty
Enchantment: +1: -1 AC +1 Dex +1% DR +2: -2 AC " +2% DR +3: -3 AC " +3% DR +4: -4 AC " +4% DR +5: -5 AC " +5% DR +6: -6 AC " +6% DR
* "Caster" armors: no casting speed penalty * Elven armors: dex/casting speed equal to leather * Scale armors: like plate mail for AC, like chain for DR and penalties
This component allows casting arcane spells in armor, but with steep casting time penalties. (As of now, these penalties do not affect divine casters.) It also makes changes to Dexterity bonuses: bonuses to AC and thieving skills are increased so that the penalty for wearing armor is more meaningful without being crippling, and the option to go without armor is a bit more reasonable.
This also makes changes to Dexterity bonuses: bonuses to AC and thieving skills are increased so that the penalty for wearing armor is more meaningful without being crippling, and the option to go without armor is a bit more reasonable.
Finally, this alters the Armor of Faith spell to only give a flat 10% DR bonus, at all levels; and reduces the DR bonus from Hardiness and Defensive Stance form 40% to 20%; and reduces the price of the Defender of Easthaven while reducing its DR bonus from 20% to 5%.
NOTE: you can change these values by editing them in /Scales_of_Balance/ini/YARAS_default.ini. As of version 5.33, there is another version of these settings, which only applies thief skill penalties a chance of miscast magic... this is meant to mimic the "Allow Thieving in Heavy Armor" and "Allow Spellcasting in Armor" components of Tweaks Anthology, but is compatible with mods like Might & Guile and the 5E spellcasting conversion. To use those settings or your own personal preferences, copy /Scales_of_Balance/ini/YARAS_CD.ini or your modified version of /Scales_of_Balance/ini/YARAS_default.ini into your override folder and rename it to "d5_yaras.ini." If that file is in your override folder at the time of installation, the mod will use those settings instead of the default settings. If you like, you can keep a copy of "d5_yaras.ini" with your own preferred settings and simply drop it into your override folder before each time you install mods.
Compatibility: this component covers the same ground as the IR component "Revised Armors" as well as the "Spellcasting in Armor" component. Ditto for the Full Plate and Packing Steel mod, and some armor/casting-related components of Tweaks Anthology and Klatu Tweaks. Don't install these things together; choose one armor system mod and stick with it.
IWO: Aesthetic & Enchantment Tweaks
This component removes "+1," "+2," etc. from item names, and standardizes the enchantment levels of weapons for purposes of which enemies they can hit:
New in version 5.14 is an optional "hardcore" version of this component, borrowed from the "Low Magic World" mod. In this version all generic enchanted weapons, instead of being standardized as +2, are turned into "mastercraft" weapons (i.e. equivalent to +1).
(This component does not work on IWDEE - too many items are defined and recognized by the "plus" in their names and descriptions.
Compatibility: this component covers the same ground as the SCS component "Make +1 Weapons Into Fine Weapons." This component also has other effects, of course. You should not install that component of SCS if you want to use this component.
IWO: Functional Weapon Tweaks
This component makes tweaks to the base characteristics of various items:
Compatibility: this component covers some of the same ground as the "Weapon Changes" component of Item Revisions. I, for one, use both together. But be aware that this might compound or override some of the IR component's effects.
IWO: Distinctions between Light and Heavy Weapons
NOTE: This component is deprecated and will no longer be installed. Distinctions between light and heavy weapons when dual-wielding are included in a much more comprehensive way in component #124, the "Fighting Style Overhaul."
Light, low-damage weapons get a +1 off-hand thac0 bonus. These weapons include short swords, and daggers. Light two-handed weapons - spears and quarterstaves - get an overall +1 thac0 bonus.
Heavy weapons that are inappropriate for dual-wielding get a -2 penalty to off-hand thac0. These include bastard swords, katanas, and flails.
Compatibility: this component covers the same ground as the "Dual-Wielding Changes for Light and Heavy Weapons" component of Item Revisions. You can probably use both together, but the effects will be compounded and will likely be somewhat extreme. Best to choose one or the other.
IWO: IWDEE-specific Item Tweaks
This component patches IWDEE items in several different ways:
IWO: Universal Potions
This component removes the usability restrictions from potions, since I don't understand how one's choice of profession can affect the ability to drink certain liquids.
So now you can waste a potion of Giant Strength on your mage; and you can boost your barbarian's pickpocket skills with a Potion of Thievery. Go crazy.
Weapon Proficiency Overhaul (WPO): Overall Overhaul
INSTALL NOTE: if you install this component, then component #121 (Weapon Category Combination) will also be installed automatically.
This component can be considered a convenience tweak; it will give most classes natably more proficiency points to spend. But it incentivizes spreading those points more widely instead of focusing on a single weapon (like the vanilla game), and your overall level of power at any given moment should roughly on par with an unmodded game. The aim is, with more points in more weapons, when you complete a quest and find a wonderful magical artifact, you can actually *use* it instead of just tossing it into your pack to sell later.
Weapon use is slightly liberalized: all weapons are usable by clerics, but single-class clerics can only be proficient in traditional cleric weapons (the exception being kitted clerics' favored weapons.) Multiclass clerics primarily benefit from this: cleric/thieves can use thief weapons, and fighter/clerics can use any weapon.
Clubs are truly universal, simple weapons: everyone can use them. Crossbows are usable by everyone except druids and Beastmasters.
Warriors, rogues, and priests start with 5 proficiency points; wizards, sorcerers, and shamans start with 3. Warriors receive up the 3 more proficiencies, chosen by dialogue, if their INT score is 11 (+1), 12 (+2), or 13 (+3). At 1st level, nonwarriors may only put one point in any weapon or style, so you must spread those proficiencies among many weapons. Warriors may specialize at 1st level.
Warriors gain another proficiency point every 3 levels. Rogues gain a new point every 4 levels. Druids, clerics and shamans gain a new point every 5 levels. Wizards, sorcerers, and monks can never move past their initial proficiencies (NOTE - this means no more weapon advancement at all after dual-classing into a mage!).
Beyond that, certain kits will be able to reach 1 point higher or lower in certain weapons (e.g. Archers can reach (++++) with missile weapons, and only (++) with melee weapons; Assassins can reach (+++) with daggers; etc.).
Proficiency benefits (cumulative totals)
– ** = +1 thac0; +1 damage; +0.5 APR
– *** = +3 thac0; +2 damage; +1 APR
– **** = +4 thac0; +4 damage; +1.5 APR
.
At 12th level, warriors will get a +1/2 APR bonus with all weapons. (This is in place of the unmodded game's 1/2 APR bonuses at 7th and 13th levels. Because you can get an extra APR bonus from proficiencies, the late-game total max APR for warriors will end up the same as in the unmodded game.)
(The APR bonuses will only benefit warriors, unless you also install the WPO part 5, "APR on Spec.")
This component also tweaks the thac0 tables: Rogues' thac0 becomes equal to clerics and their progression is smoothed out - no more jumping by 2.
level | warriors | priests | rogues | wizards |
---|---|---|---|---|
1: | 20 | 20 | 20 | 21 |
2: | 19 | 19 | 19 | 20 |
3: | 18 | 19 | 19 | 20 |
4: | 17 | 18 | 18 | 19 |
5: | 16 | 18 | 18 | 19 |
6: | 16 | 17 | 17 | 18 |
7: | 15 | 16 | 16 | 18 |
8: | 14 | 16 | 16 | 17 |
9: | 13 | 15 | 15 | 17 |
10: | 12 | 15 | 15 | 16 |
11: | 11 | 14 | 14 | 16 |
12: | 11 | 13 | 13 | 15 |
13: | 10 | 13 | 13 | 15 |
14: | 9 | 12 | 12 | 14 |
15: | 8 | 12 | 12 | 14 |
16: | 7 | 11 | 11 | 13 |
17: | 6 | 10 | 10 | 13 |
18: | 6 | 10 | 10 | 12 |
19: | 5 | 9 | 9 | 12 |
20: | 4 | 9 | 9 | 11 |
21: | 3 | 8 | 8 | 11 |
22: | 2 | 7 | 7 | 11 |
23: | 1 | 7 | 7 | 11 |
24: | 1 | 6 | 6 | 11 |
25: | 0 | 6 | 6 | 11 |
This component makes serious changes and it has been rather hard to get various game mechanisms to work with it, especially dual-classing and NPCs. To catch them up, joinable NPCs will have several innate abilities that allow you to choose more proficiencies for them.
Compatibility: this component is generally not compatible with stuff like the weapon proficiency changes in Tweaks Anthology. Choose one proficiency system mod and stick with it.
WPO: Expanded Combat Skills System
INSTALL NOTE: if you choose to install this component, it will also, of necessity, install component #121 (Weapon Category Combination).
This component adds a lot of new abilities to the weapon proficiency system. Its chief aim is to expand the definition of "proficiency" into a broader set of "skills." It folds in a number of 3E-style feats borrowed from the Might & Guile mod, and uses a single currency - proficiency points - to manage both weapon skills and other feats.
First off, to recap the combined weapon categories:
Second, this component introduces six new impovable combat skills that act similar to weapon styles:
Third, this component introduces four more groups of feats that characters can learn. Each of these is tied to a single proficiency; each point spent on that proficiency grants an innate spell which, when cast, allows the character to choose one feat via a dialogue. These groups of feats are:
Combat Postures: these abilities represent the style and approach a character uses in combat. These are exclusive to each other - a character can only use one posture at any given time. But characters can learn more than one posture, and switch between them as it is convenient.
Physical Fitness: These are ways a character can improve their physical capabilities.
Miscellaneous Feats: these are an assortment of generally roguish abilities that may be helpful in a pinch.
Magical Abilities: smart rogues can sometimes learn the basic tenets of magic, without studying enough to become a proper mage. They can learn to Use Magical Devices, a.k.a. cast spells from wands and scrolls. Additionally, they can learn some select low-level magic spells, generally those associated with illusions and hiding. Each time a character learns a spell this way they gain one 'spell slot,' which can be used to cast any spell they know (similar to how sorcerers cast spells). Shadowdancers automatically know the Shadowstep spell, and get two extra spell slots. The spells that can be learned this way include:
In order to make use of all these abilities, most characters get more proficiency points to spend. Most of these are available to warriors and rogues; bards and priests can use a few, while mages and sorcerers cannot use any. The number of proficiency points available to character is increased over the base game:
– Fighters/thieves: 8 at 1st level, plus 1 every two levels thereafter
– Rangers/Paladins: 6 at 1st level, plus 1 every two levels thereafter
– Priests/Bards/Monks: 5 at 1st level, plus 1 every three levels thereafter
– Mages/Sorcerers: 3 at 1st level, no more thereafter
.
class | level 1 | level 2 | level 5 | level 9 |
---|---|---|---|---|
Warriors: | 1 | 2 | 3 | 4 |
Thieves: | 1 | 2 | 3 | 4 |
Bards: | 1 | 1 | 2 | 3 |
Priests: | 1 | 1 | 2 | 3 |
Mages: | 1 | 1 | 1 | 1 |
Compatibility: this component is probably not compatible with most other proficiency system changes. However, it IS compatible with the first subcomponent of the "Revised Proficiencies" options in Tweaks Anthology - the one that basically just merges maces and morning stars. If you install that first, then clubs maces & morning stars will all share a proficiency.
WPO: Weapon Category Combination
INSTALL NOTE: if you choose to install component #122, the Weapon Proficiency Overhaul, then this component will also be installed automatically.
This component groups certain proficiencies together:
Compatibility: this component is probably not compatible with most other proficiency system changes, such as CDTweaks BG1 and IWD profiencies, or the Skills & Abilities system. However, it IS compatible with the first subcomponent of the "Revised Proficiencies" options in Tweaks Anthology - the one that basically just merges maces and morning stars. If you install that first, then clubs, maces, & morning stars will all share a proficiency. This component IS compatible with Item Revisions.
WPO: Fighting Style Overhaul
INSTALL NOTE: if you choose to install component #122, the Weapon Proficiency Overhaul, then this component will also be installed automatically.
This component rebalances fighting styles in order to make them each more distinct and useful (instead of everything playing 2nd-fiddle to dual-wielding). The benefits of each style are listed below:
Single-Weapon Style:
– (+) = +1 thac0, -2 to weapon speed, +2 to saves vs. Breath Weapon
– (++) = one extra attack every two rounds
Shield-Fighting Style:
– (+) = -1 melee AC bonus, -2 missile AC bonus
– (++) = perform a shield bash once per round (1d3 damage per 5 levels and knockback on failed save vs. Breath)
Two-Handed Weapon Style:
– (+) = +1 thac0, +2 damage, +5% crit chance
– (++) = additional +1 thac0, +2 damage, and +5% crit chance
Two-Weapon Style:
– ( ) = No off-hand attacks, no bonuses for dual-wielding
– (+) = 0 to 2 point melee AC bonus; off-hand attack with 6-point thac0 penalty compared to main hand
– (++) = off-hand attack with same thac0 penalty as main hand (see below)
.
When dual-wielding, your main-hand thac0 will depend on the size and weight of the weapons you have equipped, as described below.
– wielding two daggers: 1-point thac0 penalty, 2-point melee AC bonus.
– dagger + anything: 2-point thac0 penalty, 2-point AC bonus.
– medium + medium: 2-point thac0 penalty, 1-point AC bonus.
– large + medium: 3-point thac0 penalty, no AC bonus.
– large + large: 4-point thac0 penalty, no AC bonus.
.
Medium weapons are: short sword, ninjato, wakizashi, club, war hammmer, mace, morning star.
Large weapons are: long sword, scimitar, bastard sword, katana, flail, battle axe.
Note: bastard swords and katanas are unusually large; they cannot be equipped in the off-hand position.
Also note: your thac0 and/or AC may briefly be incorrect when you equip two weapons and begin dual-wielding them. If your thac0 seems wrong, the first thing you should try it simply waiting a couple seconds with the game clock running. They should quickly resolve to the proper numbers.
Shield bash: in addition to the knockdown effect, it stuns opponents for 1 second starting at level 5; and the saving throw is at a -1 penalty for each 5 levels, up to level 20.
Thrown daggers and darts: will have their base APR reduced from 2 to 1.5, and from 3 to 2.5, respectively. So you will need to be specialized in Fencing/SWS to get the full benefit of those items.
OPTION: by editing Scales_of_Balance/ini/styles.ini, you can set Two-Handed Weapon Style to match Single Weapon Style (it is a single weapon, after all) in granting extra APR for specialization, instead of extra damage and crit chance.
Compatibility: this component covers the same ground as the "Dual-Wielding Changes for Light and Heavy Weapons" component of Item Revisions. You can probably use both together, but the effects will be compounded and will likely be somewhat extreme. Best to choose one or the other. If the Item Revisions "Revised Shields" is installed and applies thac0 penalties to medium and large shields, then being proficient in shield-fighting will offset one point of those penalties.
WPO: APR on Spec
This component enables any class to gain APR benefits from weapon specialization - not just warriors.
(NB if you install component 122 without this one, only warriors will get the benefit of the APR bonus for basic proficiency.)
Compatibility: this component is not compatible with the APR on Spec component of Tweaks Anthology (which I wrote, and is based on this one). The other version is specifically designed for the vanilla proficiency system; this one is specifically designed for the WPO proficiency system. Use If you installed the "WPO Part 2," use this version.
Saving Throw Overhaul (STO)
This component changes all spells such that the saving throws they offer target follow these guidelines:
Additionally, saving throw tables are made more sensible. No earth-shaking changes, just sensible progression: wizards save well against spells, priests save well against death, rogues save well against breath, and warriors save well against almost everything.
STO: IWD-Style Spell Evasion
This component adds the IWD Evasion skill (which I'll generally refer to as "Spell Evasion" to distinguish it from the BG2 HLA). This allows thieves of 7th level or higher to roll a saving throw vs. Breath Weapon for a chance to completely dodge the effects of certain spells like Fireball, Skull Trap, Holy Smite, etc.
You can choose to install it with the bare list of spells that can be evaded in IWDEE, or with an expanded list that includes things like BG2 HLAs and some other spells that I think make sense, like Magic Missile, Acid Arrow, Web, and others. Basically anything that seems like it could be dodged by a skilled rogue in the game world. This should gives thieves a distinctive and unique defensive advantage, something they sorely lack in the vanilla game.
Note: this component can only be installed on EE games with the 2.0 or later patch.
Stat Bonus Overhaul (SBO)
To make more meaningful differences between races, demihumans will have more stat bonuses and penalties. The racial maximums are now:
This component shifts saving throw bonuses to the INT, WIS, and CHA stats. Therefore, and since Constitution is already one of the most important stats in the game, the "shorty save bonuses" for high CON are eradicated. In their place, dwarves and halflings get a flat +3 bonus to saves vs. Death/Poison, and gnomes get a flat +2 bonus to saves vs. Spells.
Finally, the major effect of this component: stat bonuses are modified so that every point added above 13 or so results in a tangible benefit; and scores below ~11 have some tangible penalties (down to 5, which is the new minimum). NOTE: the changes for each stat can be selectively skipped by editing a variable in /Scales_of_Balance/ini/stats.ini.
STRENGTH | thac0 | Damage |
---|---|---|
14: | - | +1 |
15: | - | +2 |
16: | +1 | +2 |
17: | +1 | +3 |
18: | +1 | +4 |
18/51: | +2 | +4 |
19: | +2 | +5 |
20: | +2 | +6 |
21: | +3 | +6 |
22: | +3 | +7 |
23: | +4 | +7 |
24: | +4 | +8 |
25: | +4 | +9 |
DEXTERITY | Armor Class | Ranged thac0 | Melee thac0 |
---|---|---|---|
13: | -1 | - | - |
14: | -1 | +1 | - |
15: | -2 | +1 | - |
16: | -2 | +2 | +1 |
17: | -3 | +2 | +1 |
18: | -4 | +3 | +1 |
19: | -5 | +3 | +2 |
20: | -6 | +3 | +2 |
21: | -6 | +4 | +2 |
22: | -7 | +4 | +2 |
23: | -7 | +4 | +3 |
24: | -8 | +4 | +3 |
25: | -8 | +5 | +3 |
INTELLIGENCE | Saves vs. Spells | Extra Proficiencies* |
---|---|---|
5: | -4 | - |
6: | -3 | - |
7: | -2 | - |
8: | -2 | - |
9: | -1 | - |
10: | -1 | - |
11-12: | - | - |
13: | - | +1, +1 per 9 levels |
14: | - | +1, +1 per 9 levels |
15: | +1 | +1, +1 per 7 levels |
16: | +1 | +1, +1 per 7 levels |
17: | +2 | +1, +1 per 5 levels |
18: | +2 | +1, +1 per 5 levels |
19: | +3 | +1, +1 per 5 levels |
20: | +3 | +1, +1 per 5 levels |
21: | +4 | +1, +1 per 5 levels |
22: | +4 | +1, +1 per 5 levels |
23: | +5 | +1, +1 per 5 levels |
24: | +5 | +1, +1 per 5 levels |
25: | +6 | +1, +1 per 5 levels |
WISDOM | Saves vs. Death | Saves vs. Polymorph |
---|---|---|
5: | -3 | -3 |
6: | -3 | -2 |
7: | -2 | -2 |
8: | -2 | -1 |
9: | -1 | -1 |
10: | -1 | - |
11-14: | - | - |
13: | - | - |
14: | - | - |
15: | - | +1 |
16: | +1 | +1 |
17: | +1 | +2 |
18: | +2 | +2 |
19: | +2 | +3 |
20: | +3 | +3 |
21: | +3 | +4 |
22: | +4 | +4 |
23: | +4 | +5 |
24: | +5 | +5 |
25: | +5 | +6 |
CHARISMA | Saves vs. Breath | Saves vs. Wands | Luck Bonus | XP Bonus |
---|---|---|---|---|
5: | -3 | -3 | -2 | - |
6: | -2 | -2 | -1 | - |
7: | -2 | -1 | -1 | - |
8: | -2 | -1 | - | - |
9: | -1 | -1 | - | - |
10: | -1 | - | - | - |
11-12: | - | - | - | - |
13: | - | - | - | - |
14: | - | - | - | +2% |
15: | +1 | - | - | +4% |
16: | +1 | +1 | - | +6% |
17: | +2 | +1 | - | +8% |
18: | +2 | +2 | +1 | +10% |
19: | +3 | +2 | +1 | +12% |
20: | +3 | +3 | +1 | +14% |
21: | +4 | +3 | +1 | +16% |
22: | +4 | +4 | +1 | +17% |
23: | +4 | +4 | +2 | +18% |
24: | +5 | +4 | +2 | +19% |
25: | +5 | +5 | +2 | +20% |
Note: the 18/xx "exceptional" Strength doesn't work in BG like it does in PnP; ALL bonuses are supposed to go up that table in steps (including for non-warriors). BG makes it so that the 1-point jump from 18 to 19 is a bigger difference than the 5-point jump from 13 to 18. I fix that by, essentially, collapsing the 18/xx values to all be about the same. Bonuses are pushed downward, so there is now almost the same difference between 14 and 15 as there is between 18 and 19.
SBO: Ability Score-Based Bonus Spells
This component gives you bonus spell memorization slots for having high stats. Clerics and druids already get this in the unmodded game; now similar bonuses are applied to mages (based on INT), bards (based on CHA*), and sorcerers and shamans (based on CHA). (* Note, if you have installed Might & Guile's 'Revised Bards,' those multiclass bards will use INT as their casting stat.) If you have installed the option for priests to cast spells spontaneously from Faiths & Powers, that mechanism will be affecte by these bonuses as well.
Additionally, these bonuses have been mde more uniform - including the unmodded cleric and druid bonuses:
STAT | 1st level | 2nd level | 3rd level | 4th level | 5th level | 6th level | 7th level |
---|---|---|---|---|---|---|---|
13: | +1 | - | - | - | - | - | - |
14: | +1 | +1 | - | - | - | - | - |
15: | +2 | +1 | - | - | - | - | - |
16: | +2 | +1 | +1 | - | - | - | - |
17: | +2 | +2 | +1 | - | - | - | - |
18: | +2 | +2 | +1 | +1 | - | - | - |
19: | +2 | +2 | +2 | +1 | - | - | - |
20: | +2 | +2 | +2 | +1 | +1 | - | - |
21: | +2 | +2 | +2 | +2 | +1 | - | - |
22: | +2 | +2 | +2 | +2 | +1 | +1 | - |
23: | +2 | +2 | +2 | +2 | +2 | +1 | - |
24: | +2 | +2 | +2 | +2 | +2 | +1 | +1 |
25: | +2 | +2 | +2 | +2 | +2 | +2 | +1 |
NOTE: sorcerers only get bonuses to spells up to 5th level. In addition, they get up to four +1 bonuses to their caster level.
STAT | 1st level | 2nd level | 3rd level | 4th level | 5th level | Caster level |
---|---|---|---|---|---|---|
13: | +1 | - | - | - | - | - |
14: | +1 | +1 | - | - | - | - |
15: | +2 | +1 | - | - | - | - |
16: | +2 | +1 | - | - | - | +1 |
17: | +2 | +1 | +1 | - | - | +1 |
18: | +2 | +2 | +1 | - | - | +1 |
19: | +2 | +2 | +1 | - | - | +2 |
20: | +2 | +2 | +1 | +1 | - | +2 |
21: | +2 | +2 | +2 | +1 | - | +2 |
22: | +2 | +2 | +2 | +1 | - | +3 |
23: | +2 | +2 | +2 | +1 | +1 | +3 |
24: | +2 | +2 | +2 | +2 | +1 | +3 |
25: | +2 | +2 | +2 | +2 | +1 | +4 |
SBO: Ability Score Bonus Spells for 5E-Style Casting
These components are only available if component 201 is installed. They represent options for how the ability score-based bonus spells should operate if the '5E Spellcasting' mod is installed, or a mod that uses it such as Tome & Blood's Arcanist or Might & Guile's Revised bards. With only component 201, those spellcasters will get bonus memorization slots, but no bonus casting slots. These components allow you to change that:
NOTE: if you combine component 2012 this with the component in the 5E casting mod that grants bonus casting slots for the Ring of Wizardry and similar magical items, you will end up with a LOT of both memorization and casting slots. I'm surprised to hear myself say this, but it is too many. With such bonuses a 5E mage can easily overpower a sorcerer, which is not supposed to happen. In particular, large numbers of memorization slots can unbalance things; 5E casters can change out their prepared spells every day, so limits on ho many spells they can have prepared is a key balancing mechanism. My suggestion for finding a happy medium is to skip the 5E items component, thereby setting magic items to only increase memorization slots; and to install component 2013 here, thereby setting stat bonuses to only increase casting slots. (Or, if you really want a lot of casting slots, install the 5E items component with component 2013 - that will give you lots of casting slots but retain some limits on memorization slots.)
SBO: Full Strength from 2-Hand Weapons Only
This small component simply adds a -1 STR penalty to every 1-handed weapon. The idea behind it is, your "STR" score measures your total bodily strength. If you attempt a feat of strength one-handed, naturally the result will not be as effective as if you used both arms.
Note: this penalty stacks, so you will have a -2 penalty when dual-wielding. That weapon style is all about speed - not power!
SBO: Concentration Checks
This component enables the 'concentration' stat and allows spellcasters to roll to avoid interruption when they take damage during casting. The formula is:
(1d20 + Luck) vs. (spell level + damage taken)
NOTE: This is disabled for now. I've heard it said that concentration checks are bugged in the EE 2.0-2.5 engine, applying the 'damage taken' value on the wrong side of the equation:
(1d20 + Luck + damage taken) vs. (spell level)
This means that the more damage you take, the more likely you are to avoid spell interruption. That is really stupid, and it really annoys me that Beamdog has let this bug persist through several patches. I don't think they fixed it for 2.5 (someone with more time than me can run some tests, if you like), and who knows what they're doing for the new 2.6 patch - I don't even know how to report bugs for it. Hopefully they get off their butts and fix this, because it is one of the last places in the engine where the old engine with ToBEx is completely superior. It's 2020 guys, that shouldn't be happening anymore.
Hit Dice Overhaul (HDO): Revised Hit Point Progression
This component takes some of the randomness out of hit point rolls. In the vanilla system, a warrior with 16 CON can actually get *fewer* hit points at level-up than a mage with 8 CON. That only leads to annoying reloads or constant moving of the difficulty bar to get max hp (which is just too cheaty, and perverts various game mechanics). With this component, there are still rolls, but the roll will usually seem "fair" and should never cause you to feel you need to reload or go below Core difficulty. That 16 CON warrior will get between 9 and 12 hit points per level, instead of from 3 to 12. Higher average rolls, and more satisfying numbers, but not overpowered.
This slightly front-loads HD progression: you get about 2HD at first level, but HD only goes to 7th level (so you get 8HD total). From 8th level on::
Additionally, there is an alternate hardcore version of this component, which eliminates 1 hp from each class (so wizards are 1d3, rogues/priests are 2d3, and warriors are 3d3). The regular component should give hit points somewhere between the vanilla game's mean and max values; the hardcore variant should result in hit points closer to vanilla's mean.
Finally, there is a third version of the Hit Dice progression, labeled "Reduced." This is unrelated to the system described above; it is a simpler modification for players who want to retain the original game's mechanic and who tend to play with the "max hit point rolls" option, but who do not want monstrous amounts of hit points. This option reduces wizard hit dice to 1d3, rogues to 1d4, priests to 1d5, warriors to 1d6, and barbarians to 1d7. It also gives +1 hit point per level for every even point of CON starting at 12 for warriors, and at 14 for non-warriors. If you use the "max hit point rolls" game option, this should approximate higher-than-average rolls in the original system, but with zero variability. Like the other two components, it doubles the hit die at 1st level, but unlike them it allows hit dice rolls until 9th level. After that you only get 2-3 hp/level, slowly tapering to just 1 hp/level at level 25.
Experience Point Overhaul (XPO): Revised Tables
XP advancement and thac0/spell/skill advancement are two ends of the same rope; you only need to pull on one end to get the desired effect, but for some reason the 2e rules pull both. I've streamlined it to a fast path and a slow path. Fighters, thieves, bards, and clerics are on the faster table; paladins, rangers, druids and wizards are on the slower table. (No more thieves with more hp than fighters with the same XP!) Advancement is a bit faster than vanilla in the middle levels, and then gets progressively slower at epic levels. You'll be at or near level 20 with 3 million XP, like in vanilla; but won't hit level 30 until 8 million XP. HLAs will be rarer with this component, so choose wisely!
The unmodded game sets HLAs to be available at certain levels based on when each class hits 3 million XP. Because these new XP tables change that, the mod will also change when you get HLAs for the sake of uniformity and convenience, all classes will get HLAas when you achieve "epic levels," i.e. level 21. NOTE this is true for multiclasses too! No more getting HLAs at 13th level or whatever, instead multiclasses wil get HLAs starting at level 20, when they have close to 6 million XP. Multiclassing will just have to be, like virtue, its own reward. :P
This component also switches the druid spellcasting table to match the priest one (since the PnP druid XP and spell tables were only for Grand/Hierophant Druids who settle down in a grove and stop adventuring).
XPO: No Murder XP
This component very simply divides the XP reward for killing creatures by 2, 5, or 10. The aim is to make quest XP derived from role-playing relatively more important, compared to combat experience. Quest XP is not changed at all; so this component will result in a substantial reduction in total XP available over the course of the game.
Do not install this unless you are looking for more of a challenge!
Experience Point Overhaul (XPO): Revised Starting XP in Siege of Dragonspear
This component gives you four choices for how much XP you will have if you begin a new campaign in Siege of Dragonspear:
This works in the standalone SoD games, in SoD campaigns when the expansion has been purchased for BGEE, and in EET games.
Experience Point Overhaul (XPO): Revised Starting XP in Shadows of Amn
This component gives you four choices for how much XP you will have if you begin a new campaign in BG2 Shadows of Amn:
This works in BG2EE, as well as in EET games. I have not tested it in the pre-EE engine, but if the game includes STARTARE.2DA, then this should work on TOB and BGT games.
Magic Resistance Overhaul (MRO): Replace MR With Other Effects
WARNING: This component makes very severe changes to the way the game works, and should be considered as 'beta' quality. Its purpose is to largely (but not completely) remove the probability-based "magic resistance" mechanic from the game. It makes the following changes:
Compatibility: this should be installed after all mods that add creatures and items that may be subject to magic resistance. Notably, if you want this to affect fiends (removing their MR), then this component should be installed after Spell Revisions, SCS, and aTweaks.
Magic Resistance Overhaul (MRO): Reduce MR
This is a less severe version of the prior component. It reduces the MR of creatures and equipped items, and prevents MR from stacking.
Compatibility: this should be installed after all mods that add creatures and items that may be subject to magic resistance. Notably, if you want this to affect fiends (removing their MR), then this component should be installed after Spell Revisions, SCS, and aTweaks.
This mod was created by SubtleDoctor. You can visit The Gibberlings Three for information on this and many other fine mods.
Huge thanks in particular to Smeagolheart, Crevsdaak, kjeron, Camdawg, Mike1072, kreso, Grammarsalad, Aquadrizzt, and The Imp for advice and help with the code. And to everyone participating in the Dev thread at forum.baldursgate.com, for helping to sort through my good and bad ideas and helping me get the best ones implemented.
Special thanks to Galactygon, Demivrgvs, DreamSlaveOne, and Pecca for directly contributing mod resources
Big thanks to Etamin for providing a Polish translation.
Thanks to the still active and vibrant Infinity Engine modding community.
Tools Used in Creation
WeiDU by
Wes Weimer, and then the bigg and then Wisp
Near Infinity by Jon Olav Hauglid, and then Argent77 and Astrobryguy
IESDP maintained by igi
Copyright 2014-2017. If you want to use or adapt any part of this mod in another mod or similar endeavor, please try to contact me at forums.gibberlings3.net or forum.baldursgate.com to discuss it. As a general rule, I have no problem with that as long as you credit the source of the work. If you cannot get in touch with me, assume that you have my permission to use any of this code for any project that is non-commercial, offered for free, and intended for the greater enjoyment of players of Infinity Engine games. You may NOT use this code for any profit-making or commercial venture, without express permission from me.
Version 5.37 - 2022
Version 5.22-5.23 - 2020
Version 5.19-5.21 - 2020
Version 5.14-5.18 - 2019
Version 5.13 - June 2018
Version 5.10 - April 2018
Version 5.9.2 - April 2018
Version 5.9 - February 2018
Version 5.8 - December 2017
Version 5.7 - March 2017
Version 5.6 - March 2017
Version 5.5 - November 2016
Version 5.4 - September 2016
Version 5.3 - April 2016
Version 5.2 - April 2016
Version 5.1 - March 2016
Version 5.0 - February 2016
Version 4.2 - November 29, 2015
Version 4.1 - September 16, 2015
Version 4.0 - September 12, 2015
Version 3.3 - August 25, 2015
Version 3.2 - July 19, 2015
Version 3.1 - June 1, 2015
Version 3.0 - May 22, 2015
Version 2.9 - April 15, 2015
Version 2.8 - March 15, 2015
Version 2.7 - March 9, 2015
Version 2.6 - March 6, 2015
Version 2.4 - February 26, 2015
Version 2.3 - February 22, 2015
Version 2.2 - February 15, 2015
Version 2.0 - February 10, 2015
Version 1.6 - December 15, 2014
Version 1.5 - November 30, 2014
Version 1.4 - November 14, 2014
Versions 1.2 through 1.3
Version 1.1 - November 2, 2014
Version 1.0 - October 25, 2014
Version 0.9.9 - October 19, 2014
Version 0.9.7 - October 13, 2014
Version 0.9.4 - October 8, 2014
Version 0.9.2 - October 5, 2014
Version 0.9 - October 2, 2014
Version 0.8.1 through 0.8.9
Version 0.8 - September 15, 2014
Version 0.6 - September 7, 2014
Version 0.5 - September 1, 2014
Version 0.4 - August 24, 2014
Version 0.3 - August 21, 2014
Version 0.2 - August 11, 2014
Version 0.1 - August 8, 2014