Hello everyone,
The goal of this mod is to balance monks to make them useful as front-line warriors from level 1, and then in exchange balance the later levels by taking away many of their high-level abilities. Also I gave them more weapon use, modeled after the Shaolin Warrior Monks (hence the mod name).
There are two mods attached to this post. The one labeled Post-2.0 is the normal one to use if you have the latest version of Baldur's Gate 1: EE (or any version 2.0 or after). The other one labeled Pre-2.0 is if you have an earlier version than BG1:EE 2.0.
The two mods are identical except that the pre-2.0 mod doesn't have character animations for non-human monks (since those files aren't compatible with BG1:EE before 2.0). You can make non-human monks, but they all look human. In the post-2.0 mod there are character animations for all the non-human monks since BG1:EE 2.0 allows me to easily mod that.
For either mod you install it by extracting it to the folder that has chitin.key, which for me I can find in the following place: C: Program Files (x86)/Baldur's Gate Enhanced Edition/Data/00766/
And then you run the installer (Setup-WarriorMonkMod). The class description file isn't important for the mod, it's just for you to read to have a reference for what the mod changes.
If you notice any bugs or have any suggestions please post them in this thread. A final note is this mod isn't finished for the SoD expansion yet. So if you play SoD it might still work in most cases, except that if there are new creatures or new items that weren't in BG1:EE they will not be modified (so if there's some new magic axe type in SoD that wasn't in BG1:EE the monks won't be able to use it).
MOD SUMMARYThe Warrior Monk Mod gives Monks the following benefits (relative to their normal abilities in BG1:EE)1) Reduced starting Armor Class from 9 to 5 (same as Chain Mail). Also made monks' AC lower by 1 point every 2 levels through level 50 like it says in their class description. Previously monks only followed their class description to level 18, after that their AC went down by 1 every 3 levels until level 30 and then by 1 every five levels until 40.
2) A 5% resistance to crushing damage and an additional 1% resistance every level after.
3) Monks now use Barbarian hit-dice instead of Cleric hit-dice (they still only gain a maximum of +2 hit-points per level from their CON bonus though).
4) They gain +1 DEX at levels 5, 20, 35, and 50. They gain +1 CON at levels 10, 25, and 40. They gain +1 WIS at levels 15, 30, and 45.
5) They gain more weapon proficiency points (5 at first level with an additional point every 2 levels).
6) They can now use all melee weapons along with all weapon styles (except shields).
7) They can still only be proficient (1 point) with a weapon or style at level 1, but now they may specialize starting at level 6, and may master weapon styles starting at level 9 (the 3rd point in single weapon style or 2-handed weapon style gives an additional 1 point bonus to AC).
8) Monks can now also be of True Neutral, Neutral Good, and Neutral Evil alignments (Sun Soul Monks can still only be good and Dark Moon monks can still only be evil).
9) They can now be of any race (the mod uses Cleric animations for non-human races).
10) Monks gain the Detect Illusion ability and gain more thief points (24 points per level).
The Mod Also Reduces the Monks Abilities in the Following Ways:1) They are no longer immune to Disease at level 5.
2) They are no longer immune to slow at level 5.
3) They no longer gain a +2 movement bonus at start and +1 every five levels.
4) They no longer gain a +1 AC bonus against missile weapons every three levels.
5) They no longer gain immunity to charm at level 9.
6) They no longer get 42% magic resistance at level 14 and 3% every level after.
7) They no longer gain immunity to normal weapons at level 20.
8) They can no longer use any missile weapons (They could use dart, throwing dagger, and sling before).
9) They get -1 to CHR at levels 10, 25, and 40.
10) They can no longer find traps.
And The Warrior Monk Mod leaves the Following things Unchanged:1) Monks can still fight unarmed, with the same bonuses and damage.
2) Monks still gain the same saving throw, speed, and immunity to poison bonuses.
3) Monks and their kits still have the same special abilities (Lay on Hands, Quivering Palm, etc.)
MODDING DETAILS:For those of you who care about the modding details here's here's how I made each change:
1) Gave Monks a starting AC of five instead of their normal value of 9.
Edited SPCL822.SPL and changed the AC values. I also made it continue going up by two levels all the way to level 50 so it matched what it said in the class description, since normally it only does that until level 18 and then starts slowing down).2) Gave monks a 5% resistance to crushing damage at level 1 and 1% after that.
I edited SPCL812.SPL to add 5% crushing resistance and SPCL819.SPL to add 1% crushing resistance and put them both in the right places in the three CLABMO0.2DA files.3) Gave monks the same hitdice as Barbarians (however they still just have a maximum +2 Con bonus).
I added the following to my WeiDU tp2 file:
COPY_EXISTING ~hpclass.2da~ ~override~
SET_2DA_ENTRY 46 1 1 ~HPBARB~
SET_2DA_ENTRY 47 1 1 ~HPBARB~
SET_2DA_ENTRY 48 1 1 ~HPBARB~ 4) Gave Monks +1 point to Dexterity at level 5, +1 point to CON and -1 point to CHR at level 10, and +1 point to WIS at level 5. Then at level 20 the whole thing repeats with +1 point to DEX again.
Edited SPCL813.SPL to give bonus to DEX, and created SPCL823.SPL and SPCL824.SPL to give the bonus to CON and penalty to CHR, and the bonus to WIS. Then put them all in the right places in the CLABMO.2da files.5) Removed monks' immunity to haste, disease and slow at level 5.
Removed AP_SPCL814 from the three CLABMO.2DA files.6) Removed the +2 to movement and +1 every five levels bonus.
Edited SPCL813.SPL7) Removed monks' Deflect Missile bonus (+1 to AC against missile weapons every three levels).
Changed SPCL817.SPL to add a 1 point penalty to missile weapons and put it every three levels in the CLABMO.2DA files. 8) Removed monks' immunity to charm at level 9.
I changed SPCL817.SPL to be the missile weapon penalty, see #6 above.9) Previously monks got a 42% magic resistance at level 14 and 3% after that. I removed that.
I edited SPCL819.SPL to give 1% crushing resistance instead. See #2 above. 10) I removed monks' immunity to normal weapons that they used to get at level 20.
I removed AP_SPCL821 from the 3 CLABMO.2DA files.11) I removed monks' ability to use any missile weapons (dart, throwing dagger, and sling) so they had no choice but to melee.
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.12) I gave Monks 5 weapon proficiency points at start with a gain of one more every level.
I added the following to my WeiDU tp2 file:
COPY_EXISTING ~profs.2da~ ~override~
SET_2DA_ENTRY 22 1 1 ~5~
SET_2DA_ENTRY 22 2 1 ~2~ 13 & 14) Allowed Monks to place a maximum of 2 weapon proficiency points for all Melee weapons, but no shields or missile weapons. However I wanted monks to only be able to use 1 weapon point max at level one per specialization until level 6. I allowed monks to place a 3rd point in weapon styles starting at level 9. The 3rd point in single weapon and 2-handed weapon styles give an additional 1 point bonus to AC.
I edited WEAPPROF.2DA and STYLBONU.2DA. I also added the following to my WeiDU tp2 file:
COPY_EXISTING ~profsmax.2da~ ~override~
SET_2DA_ENTRY 22 1 1 ~1~
SET_2DA_ENTRY 22 2 1 ~1~
SET_2DA_ENTRY 22 3 1 ~1~
SET_2DA_ENTRY 22 4 1 ~2~ 15) Edited every melee item to allow monks to use it and removed 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.16) I allowed Monks to be of all non-chaotic alignments.
I added the following to my WeiDU tp2 file:
COPY_EXISTING ~alignmnt.2da~ ~override~
SET_2DA_ENTRY 51 4 1 ~1~
SET_2DA_ENTRY 59 4 1 ~1~
SET_2DA_ENTRY 51 5 1 ~1~
SET_2DA_ENTRY 51 6 1 ~1~
SET_2DA_ENTRY 58 6 1 ~1~17) Allowed Monks and Kits to be all races and got them the proper animations.
First I added the Cleric animations for the non-human monks. 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.
Then I added the following files (all copies of K_MN_H.2da): K_MN_D.2da, K_MN_E.2da, K_MN_G.2da, K_MN_HE.2da, K_MN_HL.2da, and K_MN_HO.2da). Then I added the following to my WeiDU tp2 file:
COPY_EXISTING ~clsrcreq.2da~ ~override~
SET_2DA_ENTRY 57 2 1 ~1~
SET_2DA_ENTRY 57 3 1 ~1~
SET_2DA_ENTRY 57 4 1 ~1~
SET_2DA_ENTRY 57 5 1 ~1~
SET_2DA_ENTRY 57 6 1 ~1~
SET_2DA_ENTRY 57 7 1 ~1~
SET_2DA_ENTRY 59 2 1 ~1~
SET_2DA_ENTRY 59 3 1 ~1~
SET_2DA_ENTRY 59 4 1 ~1~
SET_2DA_ENTRY 59 5 1 ~1~
SET_2DA_ENTRY 59 6 1 ~1~
SET_2DA_ENTRY 59 7 1 ~1~
SET_2DA_ENTRY 60 2 1 ~1~
SET_2DA_ENTRY 60 3 1 ~1~
SET_2DA_ENTRY 60 4 1 ~1~
SET_2DA_ENTRY 60 5 1 ~1~
SET_2DA_ENTRY 60 6 1 ~1~
SET_2DA_ENTRY 60 7 1 ~1~18) I removed find traps and gave all monks detect Illusion instead.
I put this in my WeiDU tp2 file:
COPY_EXISTING ~thiefscl.2da~ ~override~
SET_2DA_ENTRY 5 48 1 ~0~
SET_2DA_ENTRY 5 52 1 ~0~
SET_2DA_ENTRY 5 56 1 ~0~
SET_2DA_ENTRY 8 48 1 ~100~
SET_2DA_ENTRY 8 52 1 ~100~
SET_2DA_ENTRY 8 56 1 ~100~19) I gave Monks more points to apply to thief skills each level.
I put this in my WeiDU tp2 file:
COPY_EXISTING ~thiefskl.2da~ ~override~
SET_2DA_ENTRY 8 1 1 ~24~
SET_2DA_ENTRY 8 2 1 ~24~
SET_2DA_ENTRY 9 1 1 ~24~
SET_2DA_ENTRY 9 2 1 ~24~
SET_2DA_ENTRY 10 1 1 ~24~
SET_2DA_ENTRY 10 2 1 ~24~20) I edited creature stats 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.
And then lastly I left everything else in place, including all their unarmed combat bonuses and abilities. This way the monks are still skilled unarmed fighters when they need to be but they're happy to use weapons when they have them. Their normal speed/save bonuses and immunity to poison they still have.
Once I finished that I changed the class and kit descriptions using my tp2 file and a .tra file in WeiDU. That process is too long to write here, but if you're making a mod and want to know how to do it just message me and I'll walk you through it and/or answer any questions you have.
Thank you.
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Changes from 1.03 to 1.04.
I changed how I set up the skills using WeiDU to fix some bugs which made my pre-2.0 version work again (the 1.03 version stopped working).
I also made .tra files and put the kit descriptions there rather than in my .tp2 file.
Lastly I added a read-me which has all the same information as in this thread.
These changes don't actually change any of the game-play.
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Changes 1.02 to 1.03.
Special thanks to subtledoctor for
showing me how to use WeiDU to make these changes.
- No longer overwrites file KITTABLE.2DA. Instead there are six new files: K_MN_D.2DA, K_MN_E.2DA, K_MN_G.2DA, K_MN_HE.2DA, K_MN_HL.2DA, and K_MN_HO.2DA.
- No longer overwrites files Alignmnt.2da, CLSRCREQ.2DA, HPCLASS.2DA , PROFS.2DA, PROFSMAX.2DA, THIEFSCL.2DA, THIEFSKL.2DA. Instead it makes edits to those files using WeiDU
- Used WeiDU to edit the Monk, Dark Moon Monk, and Sun Soul Monk class/kit descriptions to reflect the changes made by this mod.
- These changes don’t change gameplay but they make this mod more compatible with other mods than version 1.02 was.
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Changes 1.01 to 1.02
Edited PROFSMAX.2DA and THIEFSKL.2DA
- Fixed weapon proficiency progression so Monks cannot specialize until level 6
- Fixed Dark Moon and Sun Soul Monks to have the same thief points as Monks (24 per level).
- Made into an actual WeiDU mod with an installer and everything!
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Changes 1.00 to 1.01
Special thanks to GrimLefourbe for
telling me how to open a tp2 file and Ratatoskr589 for testing it.
Edited all three CLABMO.2da files, PROFSMAX.2DA, STYLBONU.2DA, THIEFSKL.2DA, WEAPONPROF.2DA
Edited SPCL813.SPL and created SPCL823.SPL and SPCL824.SPL
Edited all .CRE files.
- Monks now allowed only one point on each weapon or weapon style until level 6 when they may apply a second point. May now place a 3rd point on weapon styles at level 9. 3rd point on 1H fighting style or 2H fighting style gives an additional 1 point bonus to Armor Class.
- Monks now only have 24 thief skill points to start (instead of 40) and 24 a level (instead of 25).
- Instead of +1 DEX/CON/WIS at level 1 and at every 5 levels now only have a stat gain every five levels as follows: Level 5: +1 DEX, Level 10: +1 CON/-1CHR, Level 15: +1 WIS, Level 20: +1 DEX (repeat).
- Edited Rasaad and Dark Moon Monk creature files to reflect new values.