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Baldur's Gate 2: Throne of Bhaal For posts concerning Baldur's Gate 2 with the Throne of Bhaal expansion installed. (Check out our BG2 Online Walkthrough). Please post here even if you are playing only the SoA part of the game, but have ToB installed.
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Old Mon, 4th Jun '07, 2:03pm   #1
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Rogue Rebalancing mod v4.1 released

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

Last edited by aVENGER; Tue, 21st Apr '09 at 8:56am. Reason: updated to v4.1
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Old Mon, 4th Jun '07, 6:09pm   #2
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Well that is good! Are you back to modding for good, or is this more of a one off deal?
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Old Mon, 4th Jun '07, 6:45pm   #3
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I'm back... for now.

Anyway, it may comfort you to know that I'm working on v3.6 as we speak, though that won't be done before a month or two.
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Old Mon, 4th Jun '07, 6:51pm   #4
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I really love your mod! I have reccomended it to quite a few people around in the past! Glad to see you back!
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Old Tue, 5th Jun '07, 6:10am   #5
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Could the old difficulty be an optional component for those who tend to take a while before getting ready for Spellhold?
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Old Tue, 5th Jun '07, 8:07am   #6
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I'm currently working on difficulty level scaling for the Shadow Thief improvements and the Chosen of Cyric components. If all goes well, it should be ready for the next mod revision (v3.6). However, there are currently no plans for scaling the AI higher than the "Core Rules" difficulty though that may be added in some later revision.

[ June 05, 2007, 08:20: Message edited by: aVENGER ]
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Old Tue, 5th Jun '07, 6:24pm   #7
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Good mods never die; they just take longer to get updated.

Really looking forward to adding this, one of my favourite old mods, back into the installation mix. Nice one, aVENGER.

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Old Fri, 8th Jun '07, 7:22am   #8
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This is going to make swashbucklers a real monster. Better thaco then a fighter due to higher lvls. Dmg equal to a kensai. Ability to eventually wear plate armor and wield the best weapons. Sounds kinda overpowered.
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Old Fri, 8th Jun '07, 4:37pm   #9
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Not really. In the unmodded game, the THAC0 difference between the Swashbuckler (with his +1 THAC0 bonus for every 5 levels of experience) and a Fighter's natural THAC0 progression kind of blurs at higher levels. In fact, it almost evens out in the end with the Fighter only besting the Swashbuckler by 2 points. So, as you can see, my change is not that much different in this aspect.

Furthermore, the "Proper Dual Wielding for Thieves and Bards" component of the Rogue Rebalancing mod kind of puts the Swashbuckler at a disadvantage - by giving all other kits his previously unique special ability to put up to three stars into Two Weapon Style. IMO, this change actually balances things out again. BTW, note that the Fighter-like THAC0 progression actually replaces the Swashbucklers original "+1 To hit per five levels of experience" bonus. So, in the end a Swashbuckler will have, at most, the exact same THAC0 as a Fighter of the same level.
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Old Mon, 25th Jun '07, 9:25pm   #10
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The Rogue Rebalancing mod has been updated to v3.6. In summary, this revision adds difficulty level scaling to the Chosen of Cyric encounter and the Shadow Thief improvements, improves compatibility with other BG2 mods (especially BGT and BGTuTu), corrects several errors which were present in v3.5 and adds a number of small improvements, optimizations and tweaks to the AI scripts of all characters and creatures which are a part of the Rogue Rebalancing mod. The first post in this thread has been updated and contains a full list of changes. As always, it is recommended to completely uninstall any old versions of this mod before installing the latest revision
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Old Tue, 26th Jun '07, 3:50pm   #11
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I recall that the last version of RR I used made the Shadow Thief stronghold absolute murder, so if scaling has been implemented, that's a very good thing.
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Old Tue, 26th Jun '07, 4:26pm   #12
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Rest assured, the combat encounters of the "Shadow Thief improvements" component have been significantly toned down from what they were in v3.11 (the old version from 2003). In fact, that entire component has been completely redesigned in the recent mod revisions. According to my testing, the combat encounters are now perfectly manageable on Core Rules for a six person party with 750,000 XP per character which is fairly standard for Chapter 3 of BG2:SoA. In v3.6, these encounters are also somewhat easier on Normal difficulty and much easier on Novice.

Furthermore, as of v3.6, only one combat encounter is actually mandatory - the final battle with Aran Linvail and his five bodyguards. Every other battle can now be avoided through stealth, and all plot critical items (such as keys) can now be stolen (via pickpocket skill) without provoking a fight. Also, after Aran Linvail is defeated, the rest of the Shadow Thieves now disperse and flee the guild ensuring a safe return trip for the party.
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Old Sun, 1st Jul '07, 9:22pm   #13
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Rogue Rebalancing has been updated to v3.61. In summary, this small revision adds the French translation to the mod and fixes a few minor issues. Here's the full list of changes:

What's new in v3.61

Core component changes:
  • Added the French translation (courtesy of Graoumf)
  • Fixed a small issue with Marina's AI script
  • Fixed some minor dialogue errors
  • Fixed missing RR folder icon
Changes to the Chosen of Cyric component:
  • Added the French translation (courtesy of Graoumf)
  • Charmed and Panicked opponents will no longer attempt to attack the party
  • The inventory icon for Venduris' Shadow Wrap cloak is no longer missing
Changes to the Shadow Thief improvements component:
  • Added the French translation (courtesy of Graoumf)
  • 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)
  • Charmed and Panicked opponents will no longer attempt to attack the party
  • The check for SimDing0's Quest Pack will now properly work on a Big Picture installation
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Old Sun, 29th Jul '07, 5:15pm   #14
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The Rogue Rebalancing mod has been updated to v3.7. In summary, this revision adds a new component which slightly revises the merchant treatment of stolen goods, further improves compatibility with (Easy)TuTu and BGT, allows single-classed thieves to side with Bodhi and brings several mod components even closer to PnP AD&D. The first post in this thread has been updated with the full list of changes.
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Old Tue, 7th Aug '07, 8:32am   #15
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The Rogue Rebalancing mod has been updated to v3.71. In summary, this small revision adds the Spanish translation (courtesy of Immortality and Clan DLAN), restores a missing journal entry to Arledrian's quest and resolves a small compatibility issue with the Song and Silence mod.
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Old Thu, 4th Oct '07, 9:08pm   #16
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The Rogue Rebalancing mod has been updated to v3.8. In summary, this revision adds the proper (PnP) Bard spell progression table as an optional component, makes some minor adjustments to the Swashbuckler thief kit, adds an option to make the bonuses from potions which increase thieving skills non-stackable, resolves the compatibility issues which previously caused the "Shadow Thief Improvements" and the "Chosen of Cyric" components to conflict with a few other mods and further improves the AI of the CoC and STI opponents. Note: it is now mandatory to start a new game after installing the Rogue Rebalancing mod, otherwise you will miss the bulk of the new content which it introduces. The first post in this thread has been updated with the full list of changes.
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Old Mon, 29th Oct '07, 3:24am   #17
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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.
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Old Mon, 29th Oct '07, 2:08pm   #18
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Definitely great stuff - adding this to an EasyTutu game is a great thief experience. Looking forward to my BG2 run with SCSII and RR!
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Old Tue, 30th Oct '07, 6:42am   #19
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This is great, thank you very much and keep up the good work!
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Old Mon, 24th Dec '07, 8:08am   #20
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Happy holidays everyone! The Rogue Rebalancing mod has been updated to v3.82. In summary, this small maintenance update resolves a few compatibility issues with other mods, fixes several minor bugs and further enhances the AI scripts of all characters which are altered or introduced by this mod. Here's the full list of changes:


Core component changes:
  • Fixed a bug which could trigger some of the NPC interjections at the wrong places in Arledrian's and Marina's dialogues in case other mods had previously altered them
  • Giving a potion to Arledrian while he is wounded will no longer deplete an entire stack of potions of the same type
  • Slightly revised the saving throw penalties of the Bounty Hunters' Special Snares
  • Main readme updated to SHS format


Changes to the Chosen of Cyric component:
  • During the cutscene at the City Gates the party's spell protections were dispelled a few seconds before Venduris had actually started his incantation. This has been fixed and the dispelling will now occur precisely at the intended time
  • Fixed a bug in Zaeron's script which could occasionally prevent him from attacking valid targets. Furthermore, Zaeron will no longer request Bodak's aid if Bodak has already been killed
  • If any of the Chosen of Cyric characters become charmed or feebleminded Bodak will attempt to remove the effect by targeting them with Arrows of Dispelling
  • In case Venduris, Zaeron or Bodak become blinded they will no longer attempt to hide in shadows while they are still within the visual range of the party
  • The stun chance of the Stormcharged Axe has been reduced to 10% and its electrical damage bonus was reduced to 1d3 points per hit
  • Selina and Zaeron's Spell Sequencers have been slightly revised in order to put more emphasis on protection and defense
  • Made some minor AI tweaks


Changes to the Shadow Thief Improvements component:
  • The Shadow Thieves guarding the captured informant on the top floor of the guildhall have been slightly repositioned. It is now possible to sneak past them and reach Palern unnoticed should you prefer a stealth approach. Once you get to Palern, you can help him escape without alarming the guards by either giving him a Potion of Invisibility or by casting an Invisibility spell on him
  • Blinded Shadow Thieves will no longer attempt to hide in shadows while they are still within the visual range of the party
  • It is no longer possible to receive the bonus XP for stealing Gaelan's key if he has already been killed
  • Removed a few superfluous ambient sound references from the guildhall basement area script
  • The Spell Sequencers of several Shadow Thief spellcasters have been slightly revised in order to put more emphasis on protection and defense
  • Added an incompatibility warning message which prevents the installation of this component in case the "Check the Bodies" mod is detected
  • Made some minor AI tweaks


Note: if you currently have Rogue Rebalancing v3.8 or v3.81 installed then you won't have to start a new game after updating to v3.82. Otherwise, starting a new game is required in order for all components to work properly.
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Old Mon, 24th Dec '07, 8:24am   #21
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Nice job!
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Old Tue, 25th Dec '07, 8:29am   #22
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I love this mod.

Not sure since finding it (in the old version known as the APack) I have played without it.
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Old Mon, 24th Mar '08, 9:17am   #23
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The Rogue Rebalancing mod has been updated to v3.9. In summary, this release adds several new items to the game, revises some of the items which were introduced in the previous versions of the mod, further expands the "Revised Thievery" component with an option to use the PnP variety of thievery potions and enhances all AI scripts that are used in Rogue Rebalancing through Detectable Spells. In light of these changes, the compatibility with other mods and the recommended install order for Rogue Rebalancing have changed. Please consult the revised Compatibility Guide for more details. The first post in this thread has been updated with the full list of changes.
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Old Sun, 4th May '08, 2:02am   #24
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Good to see someone still likes rogues.

One small request: could you break up the thief and bark kit revisions into separate components? I would love to try out the new bounty hunter, but I am far too attached to the current swashbuckler.
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Old Mon, 9th Jun '08, 8:02am   #25
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Quote:
Originally Posted by Die_Bad_Guys View Post
Good to see someone still likes rogues.

One small request: could you break up the thief and bark kit revisions into separate components? I would love to try out the new bounty hunter, but I am far too attached to the current swashbuckler.
No, sorry.
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