Beamdog Forums - [v1.91] Artemius_I's House Rule Tweaks (2024)

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

24

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  • TheArtisan Member Posts: 3,277

    May 2016

    Updated with new name and extra content.

    3

  • Thels Member Posts: 1,418

    July 2016 edited August 2016

    Very convenient, especially the Brage one.

    Post edited by Thels on

    2

  • TheArtisan Member Posts: 3,277

    September 2017

    Updated this mod with a few tweaks to gameplay elements that bugged me (or simply bugged).

    1

  • 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)

    2

  • TheArtisan Member Posts: 3,277

    May 2018

    @JuliusBorisov @semiticgod

    Please move this to General Modding as it covers more than just BG:EE now.

  • semiticgoddess Member Posts: 14,903

    May 2018

    Moved.

    1

  • ThacoBell Member Posts: 12,235

    May 2018

    There are things here I didn't even know I wanted.

    2

  • [Deleted User] Posts: 0

    May 2018

    The user and all related content has been deleted.

    1

  • 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.

    2

  • [Deleted User] Posts: 0

    May 2018

    The user and all related content has been deleted.

  • BallpointMan Member Posts: 1,659

    May 2018

    I love this.

    All of this.

  • Thels Member Posts: 1,418

    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?

  • TheArtisan Member Posts: 3,277

    May 2018

    @Thels

    Every component is installed individually.

  • Thels Member Posts: 1,418

    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!

  • [Deleted User] Posts: 0

    May 2018

    The user and all related content has been deleted.

  • 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 self

    I 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.

  • TheArtisan Member Posts: 3,277

    May 2018

    Updated to v1.1

    • Added Divine Champion Paladin Kit component
    • Added Expanded Racial Enemies component

    1

  • TheArtisan Member Posts: 3,277

    May 2018

    Updated to v1.2

    • Added Expanded Shapeshifting component
  • TheArtisan Member Posts: 3,277

    May 2018

    Updated to v1.21.

    • Fixed Divine Champion's priest spell restriction
  • TheArtisan Member Posts: 3,277

    May 2018

    Updated to v1.22.

    • Fixed hit points bug for the boar and earth elemental wildshape forms
  • 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:

    Beamdog Forums - [v1.91] Artemius_I's House Rule Tweaks (25)

    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.

    14

  • southfla79 Member Posts: 214

    May 2018

    would the shapeshifting component play nice, do you think, if installed after FnP mod?

  • TheArtisan Member Posts: 3,277

    August 2018 edited August 2018

    v1.4

    • Merged Rashemi Berserker Minsc into House Rules

    2

  • 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.

  • 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.

    1

  • 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!

  • 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

    3

  • TheArtisan Member Posts: 3,277

    August 2018

    v1.5

    • Added Expanded Racial Bonuses component

    3

  • 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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