Anyways, the reason I'm doing this is that the monk has always annoyed me in Baldur's Gate because it seems to be entirely based on some version of the Shaolin warrior monks but the Shaolin monks use weapons (currently, historically, and in movies), and as far as I know training in just about every melee weapon known to them at the time was a key part of their training, and it's one reason the various Chinese martial arts today have so many weapon styles (weapons are way better than hands for fighting and people trained in them to fight, not just compete). Yes, they also trained in unarmed combat but for some reason that ended up as this Monk class that can barely hold a sword.
Also low-level Monks are really weak. They're supposed to be a mighty front-line warriors but you instead have to keep any monks you have cowering in the back throwing rocks like spell-less wizards. This wasn't as much of a problem in BG 2 since you start at a higher level, but once BG:EE added the monk and then made one of their main new characters a monk it really showed. I like Rasaad but he's basically a wasted party slot for most of BG 1 for everything except his story/writing.
So I looked for a mod to change this and not finding one I decided to make one. I'd never modded before but I searched around these forums and read what modding information I could find and dove in. Some of the stuff I read was out-dated and there were some broken links, but also some useful information and eventually I stumbled upon the latest version of Near Infinity and got started poking around.
So here's my attempt at a mod to turn monks into weapon-using warrior monks (just like the real warrior monks) and to make them better at low levels, thus allowing both players to make such a character but even more importantly to give people a reason to actually take Rasaad in BG 1. I also wanted to remove some Monk abilities so it's still somewhat balanced.
Here's what I've done already:
1) Allowed Monks to be of Neutral Alignment (Edited ALIGNMNT.2DA : Changed all non-chaotic alignments to value of 1 for normal Monks and did that for Neutral Evil/Neutral Good for Evil and Good Monk kits). Because Monks are relatively zen and neutralness seems to fit.
2) Allowed Monks and Kits to be all races (Edited CLSRCREQ.2DA : Changed Monks and kits to 1 for all races. Then edited KITABLE.2DA : changed all races to K_MN_H for Monk.) Because why not? Anyone could train as a monk.
2a) Added Cleric animation for Monks of other races so a Half Orc Monk looks like a Half Orc Cleric (instead of looking like a Human Monk). To do this I had to delve into my INI Folder. I found files 6500.INI (Monk Male Human) and 6510.INI (Monk Female Human). I made five copies of each (numbered 6501.INI through 6505.INI for male, and 6511.INI through 6515.INI for female) and changed the name of one copy to Monk_Male_Elf, one copy to Monk_Male_Dwarf, etc. until I had one copy for the 5 non-human races for male and 5 non-human races for female. Half-Elves just look like Elves. Then I found the 5 files for those races for Cleric_Male (6001.INI through 6005.INI) and the 5 files for those races for Cleric_Female (6011.INI through 6015.INI). I copied the contents of each file (except for the name at the top) and pasted them into each new Monk file of the same name. So I replaced the contents of 6501: Monk_Male_Elf with the contents of file 6001: Cleric_Male_Elf.
3) Gave Monks more weapon proficiency points. (Edited PROFS.2DA : Gave Monks 6 at first level with a rate of 1). Because warrior monks spend much of each day training with weapons. No sex, no entertainment, and no alcohol means lots of training.
4) Allowed Monks to place a maximum of 3 weapon proficiency points for all Melee weapons, but no shields or missile weapons (Edited WEAPPROF.2DA). Warrior monks train melee weapons, but historically no missile weapons or shields. They would not use a single weapon every day like a fighter, but would rather be expected to be proficient in many different types.
5) Allowed Monks only one point in each weapon at level 1. (Edited PROFSMAX.2DA and changeed Monk at first level to 1.) Shaolin Monks were expected in the beginning to be proficient at 4 weapons: staff, spear, and two kinds of swords. I figure that's four plus one point in single weapon and one point in 2H weapon, so six points at start-up but only one point allowed in each weapon.
6) Removed Find Traps and Gave all monks detect Illusion (Edited THIEFSCL.2DA : Set values for 100 for Monks and Kits for Detect Illusion, Hide in Shadows, and Move Silently. Value 0 for everything else.) I reasoned Monks would never have seen traps in their monasteries.
7) Gave Monks more points to apply to thief skills each level. (Edited THIEFSKL.2DA. Set start points to 40 and Level points to 25 for Monks.) I reasoned Monks should be pretty good at sneaking around and seeing through illusions.
8) Gave Monks an additional AC bonus of 3 points (Edited SPCL822.SPL. Selected all abilities (all named Melee). Selected View/Edit two times. Then edited AC Value. Started at 6 for the top one and went down 1 value point each time.) At lower levels monks should still be decent enough at dodging that they don't just walk up and die against any bum with a sword.
9) Gave Monks the same hitdice (hitpoints) as Barbarians. (Edited HPCLASS.2DA and changed monks to HPBARB). Monks are tough warriors who spend all day training. They should have far more hitpoints than your average cleric.
10) Replaced the movement speed bonus with a crushing resistance bonus of 5%. (Edited SPCL812 and SPCL813- Changed to crushing resistance bonus. Set value to 5.) I figured monks shouldn't be any faster at running. They have no armor, but in Baldur's Gate heavy armor doesn't slow one down. Crushing resistance makes total sense though.
11) Removed immunity to disease, haste, slow, charm and normal weapons. Also removed magic resistance. (Edited SPCL814, SPCL817, SPCL819, and SPCL821. Clicked on Edit tab at top. Scrolled down to Spell Abilities. Highlighted the abilities and clicked remove.) I figured Monks should be just as susceptible to magic as anyone else (except for illusions and their +2 to saves), and if anything a life spent in a monastery should make them more susceptible to diseases. Plus with everything I'm giving them I need to remove something to keep things fair.
Here's what I know how to do and haven't completed yet.
1) I'm going to remove the Deflect Missile Bonus by adding the opposite (adding a 1 AC penalty against Missile attacks every three levels) for the Monk and both kits. Also make the Monk table go out to level 50 Max like the two kits do, and clean up and remove all the abilities that the monks are no longer using.
2) I'm going to finish editing every melee item to allow monks to use it and remove the ability for monks to use any missile items. (In the ITM folder if I click on an item and then click on the 'Edit' tab at the top the 8th line down under that tab says "Unusable by" and I can check or uncheck boxes if I select that.)
3) I'm going to modify the following files under Dialog.tlk to reflect the new abilities :
32299 -Short Monk description
31984- Sun Soul Monk Kit Description
91981- Dark Moon Monk Kit Description
24234- Monk Class Description
4) I'm going to make Rasaad (when he's not in your party) and the Dark Moon Monks have the right hit points, armor class, and abilities for their levels reflecting the new changes by editing the RASAAD and RSDMNK creature files in the CRE folder. Haven't done it yet though. I'll probably also edit their thief skills to to give them detect illusion and move silently though I assume that doesn't do anything since they probably aren't scripted to use those abilities.
I now know how to do everything I wanted! Thanks for the help (both here and in other threads). Once I finish all the editing then I'll figure out how to use WeiDU to make it an actual installable mod.
So any suggestions and any help are still appreciated.
Thank you.