TheArtisan Member Posts: 3,277
May 2016 edited July 2019 in General Modding
This mod originally began as one small dialogue convenience tweak. Then it grew to a few dialogue tweaks. Then a rule tweak. Then a few more tweaks. Eventually, it grew into a full-fledged tweak pack of its own, and continues to grow to this day. This pack includes tweaks for dialogue, rules, stats, graphics, animations and any other things that my experiments find some success with.
New racial enemies?
Better shapeshifting?
A buff to Sword and Shield style?
Whether you're looking for something in particular or just trying to shake things up a little, my house rule tweaks may have something that will interest you.
Post edited by TheArtisan on
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TheArtisan Member Posts: 3,277
May 2016
Updated with new name and extra content.
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Thels Member Posts: 1,420
July 2016 edited August 2016
Very convenient, especially the Brage one.
Post edited by Thels on
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TheArtisan Member Posts: 3,277
September 2017
Updated this mod with a few tweaks to gameplay elements that bugged me (or simply bugged).
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TheArtisan Member Posts: 3,277
May 2018
Updated.
- Now renamed to House Rules. This mod will contain assorted tweaks that I've made for my own use.
- Shoal dialogue and Neera joining tweaks removed as v2.5 patch add changes that serve the same purpose.
- Added Vanguard Kit component
- Added Adventurer Kit component
- Added Increased Constitution Bonuses component
- Added Warrior HLAs component
- Added Good-Aligned Roleplay Options component (BG2:EE)
- Added Cloak of Dragomir only decreases stats in daylight component (BG2:EE)
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- Now renamed to House Rules. This mod will contain assorted tweaks that I've made for my own use.
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TheArtisan Member Posts: 3,277
May 2018
@JuliusBorisov @semiticgod
Please move this to General Modding as it covers more than just BG:EE now.
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semiticgoddess Member Posts: 14,903
May 2018
Moved.
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bob_veng Member Posts: 2,308
May 2018
if the cloak of dragomir tweak is pretty robust, i think it should be made vanilla
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ThacoBell Member Posts: 12,235
May 2018
There are things here I didn't even know I wanted.
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[Deleted User] Posts: 0
May 2018
The user and all related content has been deleted.
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TheArtisan Member Posts: 3,277
May 2018
subtledoctor said:
Honest question: why do +damage in addition to +thac0 for the ranged thing? I mean, regular thac0 advancement doesn't work that way. I get an idea like "this thief kit uses Fighter thac0 advancement" but I don't get the concept of extra damage. This means Imoen (if non-dual-classed) with 9 strength can do more damage with a hit from a shortbow than Minsc can do woth a hit from a mace. Which just seems weird.
I'm lazy and C+P'ed the Archer CLAB table with Set Snares added to the last row.
subtledoctor said:
Also, purely a stylistic criticism: "Adventurer" sounds very vague for a kit that is very, very focused on missile attacks. There are already a bunch of mods that use the "Adventurer" name, and the PnP adventurer kit is very different from this. This is basically the Archer kit, so why not call it "Archer?" Or "Rogue Archer" if you want to distinguish it. (Though I see no need to distinguish it... 2E has Swashbuckler kits for both thief and fighter.) Or "Sharpshooter" or "Sniper" or "Deadshot" or something lime that?
I'm lazy and used a kit name that's been attributed to Imoen in a prior mod kitpack.
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[Deleted User] Posts: 0
May 2018
The user and all related content has been deleted.
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BallpointMan Member Posts: 1,659
May 2018
I love this.
All of this.
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Thels Member Posts: 1,420
May 2018
Hmm, I always liked this mod, but now it's getting a lot of things mixed in that fit an entirely different category. Seems weird to combine in-game event tweaks with rules changes, and sounds to me like this is now two different mods squashed together into one.
I hope it's still possible to install the old components without including the new components?
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TheArtisan Member Posts: 3,277
May 2018
@Thels
Every component is installed individually.
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Thels Member Posts: 1,420
May 2018
Cheers! I guess it doesn't really matter then. I still really like the Dialogue Tweaks, and the BG2EE specific tweaks seem a welcome addition!
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[Deleted User] Posts: 0
May 2018
The user and all related content has been deleted.
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TheArtisan Member Posts: 3,277
May 2018
@subtledoctor
Spell A: apply an on-hit effect that casts spell B
Spell B: apply an effect that removes spell A targeted on selfI also have an as of yet unused spell that does ‘apply effect on x number of attacks/once per x attacks’ that I have plans for.
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TheArtisan Member Posts: 3,277
May 2018
Updated to v1.1
- Added Divine Champion Paladin Kit component
- Added Expanded Racial Enemies component
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- Added Divine Champion Paladin Kit component
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TheArtisan Member Posts: 3,277
May 2018
Updated to v1.2
- Added Expanded Shapeshifting component
- Added Expanded Shapeshifting component
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TheArtisan Member Posts: 3,277
May 2018
Updated to v1.21.
- Fixed Divine Champion's priest spell restriction
- Fixed Divine Champion's priest spell restriction
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TheArtisan Member Posts: 3,277
May 2018
Updated to v1.22.
- Fixed hit points bug for the boar and earth elemental wildshape forms
- Fixed hit points bug for the boar and earth elemental wildshape forms
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TheArtisan Member Posts: 3,277
May 2018
Updated to v1.3.
- Added Monks Can Use Quarterstaves. This enables all quarterstaves that are normally usable by warriors to be used by monks, complete with two-handed animations... sort of. What this actually does is patch all staves so that when a monk equips them, it changes their avatar to a slightly different one that uses normal two-handed animations. The avatar is that of the original BG2 chainmail-wearing fighter, which the monk animation closely resembles except with a different palette. Depending on your monk's leather and metal colors, the change in avatar can either be fairly subtle or very noticeable. Comparison using the default monk colors shown below:
This component should be installed after any mods that add new monk kits or quarterstaves in order for them to be included in the patching process.
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- Added Monks Can Use Quarterstaves. This enables all quarterstaves that are normally usable by warriors to be used by monks, complete with two-handed animations... sort of. What this actually does is patch all staves so that when a monk equips them, it changes their avatar to a slightly different one that uses normal two-handed animations. The avatar is that of the original BG2 chainmail-wearing fighter, which the monk animation closely resembles except with a different palette. Depending on your monk's leather and metal colors, the change in avatar can either be fairly subtle or very noticeable. Comparison using the default monk colors shown below:
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southfla79 Member Posts: 214
May 2018
would the shapeshifting component play nice, do you think, if installed after FnP mod?
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TheArtisan Member Posts: 3,277
August 2018 edited August 2018
v1.4
- Merged Rashemi Berserker Minsc into House Rules
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- Merged Rashemi Berserker Minsc into House Rules
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Raduziel Member Posts: 4,714
August 2018
Artemius_I said:
v1.4
- Merged Rashemi Berserker Minsc into House Rules
The Hide Armor from the Gnoll Stronghold was added as well?
PS: That armor could really reappear in BG2EE.
- Merged Rashemi Berserker Minsc into House Rules
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TheArtisan Member Posts: 3,277
August 2018
@Raduziel
It's a default feature now. I'll find some suitable place to throw it in for BG2.
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MasterChef Member Posts: 43
August 2018 edited August 2018
I installed the Adventurer kit for Imoen and the Vanguard kit for Khalid but they join my party kitless.
Btw, thanks for the mod collection - this is great!
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TheArtisan Member Posts: 3,277
August 2018
@MasterChef
Bad coding, fixed now. Sorry for the inconvenience.
v1.4.1
- Fixed Vanguard Khalid and Adventurer Imoen
- Added Red Bearskin Hide to Maheer's store in BG2
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- Fixed Vanguard Khalid and Adventurer Imoen
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TheArtisan Member Posts: 3,277
August 2018
v1.5
- Added Expanded Racial Bonuses component
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- Added Expanded Racial Bonuses component
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Cahir Member, Moderator, Translator (NDA) Posts: 2,819
August 2018
Very cool set of tweaks! I'll definitely include this mod into my EET run when IWD-in-EET will finally be available. Do you plan to add more components? I may be interested in translating it to Polish in the future, but would rather do it when the mod will be in its final state.
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