Download GQ Races for Cat Mansion for Dungeon Siege II: Broken World.
ver: 2009-June-12 (Priority User +3) Report broken links by commenting on this post or e-mail to grail_quest@hotmail.com. |
Download GQ Races for Cat Mansion for Dungeon Siege II: Broken World
Mod Priority User+3
CHANGES
June 12th/2009
- Corrected Celeb'hel bonus Active Skills.
- Made the variant starting gear an OPTIONAL component. To use it, copy the file "GQ Races Variant Starting Gear.ds2res" into the resource folder.
- Corrected oversight that had characters putting on the multiclassing amulets automatically.
- Corrected Deru/Lothar starting equipment FLICK file
- Removed bonus skill points for Deru and Taar
- Took out starting Active Skill selection since it was giving skills the characters might not begin with under this mod
- XP bonus for fighting enemies of a higher level increased from L^2 to L^4
- Installation:
- (a) Put "GQ Races for Cat Mansion BW.ds2res" in DS2 Resources. It should already have a higher priority than the Cat Mansion files.
- (b) Decide if you are going to use regular class pre-determined companions, or Uber-level 0 companions who auto-level only when they gain some XP
- After a character gets some XP, they can be auto-levelled - disband to the Inn and re-add them
- To do multiclassing, have the target equip the multiclassing amulet that is given to every companion
- (c) Install male companions (there are no CatBoy models)
- "GQ Cat Mansion NPC - Regular Guys.ds2res" into DS2 Resources
- "GQ Cat Mansion NPC - Reg Guys zero.ds2res" into DS2 Resources for Uber level 0 males
- (d) Choose one of the files for the female NPCs and put it in DS2 Resources:
- "GQ Cat Mansion NPC - Catgirls.ds2res" - for Cat Mansion female NPC models
- "GQ Cat Mansion NPC - Regular Girls.ds2res" - for regular female NPC models
- "GQ Cat Mansion NPC - Catgirls zero.ds2res" - for Cat Mansion female NPC models; they start at Uber level 0
- "GQ Cat Mansion NPC - Reg Girls zero.ds2res" - for regular female NPC models; they start at Uber level 0
- Changes to Racial Characteristics
- Class-specific changes are minimized.
- Attribute changes are given very little weight (since, for example, it takes 5 points of Strength to translate into 1 point of melee damage)
- Hopefully classes are more clearly distinguished from each other.
- Each advantage/drawback is rated not only by overall usefulness by its relevance to Melee (M), Ranged (R), Nature Magic (N), and Combat Magic (C), both in specializing in those areas as well as facing attackers using those skills. Other (O) areas capture everything else.
- No attempt was made to balance all the classes, only to flavour them
- Where Passive skills were given, an Enchantment was used instead of giving skill points
- This way, the bonus can take the character over the normal development limit of 20
- Races
- Human
- Burning Ambition - +20% Power Recovery
- Surprising Potential - 3 Unused Skill Points
- Maximum Buffs +1 (default 2)
- Lucky - +10% Magic Find
- Dryad
- Adroit - +5% Dodge
- Bond with Nature - +10% Death Magic Resistance, Soul of Strength 1, Soul of Protection 1
- Racial Specialty - Biting Arrow +1, Fast Draw +1
- Wilderness Lore - Natural Bond +1, Survival +1
- Elf
- Graceful - +3% Attack Speed (Melee, Ranged)
- Learned - +5% Spell Casting Speed
- Limited Precognition - +3% Critical Hit (Melee, Ranged)
- Strong Affinity for Magic - +10% Mana Regeneration
- Graceful / Racial Specialty - Dual Wield +1
- Half-Giant
- Big - +5% Health
- Big - +5% Health Recovery
- Big - 50% Resistance to Freeze, Immobilize, Knockback, and Stun
- Big - Overbear level +1
- Big Weapons - +5% Damage
- Slower Reflexes - -3% Attack Speed (Melee, Ranged)
- Dwarf
- Short - +5% Dodge Melee and Ranged Attacks
- Tough - +5% Health Recovery
- Small Weapons - -5% Weapon Damage
- Magic Resistant - +50% Curse Resistance
- Magic Resistant - +10% Elemental Resistance
- Magic Resistant - -10% Mana Regeneration
- Maximum Debuffs - 2 (defaults 1)
- CatHuman
- Burning Ambition - +20% Power Recovery
- Surprising Potential - 3 Unused Skill Points
- Lucky - +10% Magic Find
- Maximum Buffs +1 (default 2)
- Small and Hard to Hit - +5% Dodge
- Small Build - -5% Health (implemented in rules.skrit)
- Small Weapons - -5% Weapon Damage
- Small - 50% Vulnerability to Stun and Knockback
- Precocious and Talented - 3 Skill Points
- CatDryad
- Adroit - +5% Dodge
- Bond with Nature - +10% Death Magic Resistance, Soul of Strength 1, Soul of Protection 1
- Racial Specialty - Biting Arrow +1, Fast Draw +1
- Wilderness Lore - Natural Bond +1, Survival +1
- Small and Hard to Hit - +5% Dodge (total +10%)
- Small Build - -5% Health (implemented in rules.skrit)
- Small Weapons - -5% Weapon Damage
- Small - 50% Vulnerability to Stun and Knockback
- Precocious and Talented - 3 Skill Points
- CatElf
- Graceful - +3% Attack Speed (Melee, Ranged)
- Learned - +5% Spell Casting Speed
- Limited Precognition - +3% Critical Hit (Melee, Ranged)
- Strong Affinity for Magic - +10% Mana Regeneration
- 0 Graceful / Racial Specialty - Dual Wield +1
- Small and Hard to Hit - +5% Dodge
- Small Build - -5% Health (implemented in rules.skrit)
- Small Weapons - -5% Weapon Damage
- Small - 50% Vulnerability to Stun and Knockback
- Precocious and Talented - 3 Skill Points
- (2) Companions
- Companions had pre-allocated powers removed and combat skills set to basic levels.
- The NPC-levelling script now triggers when an NPC is 3+ levels behind the main PC (instead of 20+).
- Lothar changed to a pure Combat Mage and gear changed accordingly
- Deru changed to a pure Archer, with no levels in Nature
- Yoren and Ressa now have permanent multi-classing enchantments that split XP as if they always have active a multiclassing spell. They are set to level 1 for auto-levelling.
- Some NPCs now have powers beyond race and class. This is to compensate for their later appearance in the story and missing out on free skill points -- work in progress
- Deru - Energizer Bunny
- Deru is an unflagging optimist with the energy to match.
- +25% Health Regeneration
- Lothar - Craftsman
- Lothar has an uncanny understanding of how things work and can make, build, or forge almost anything.
- +50% Magic Find
- Taar - Beast Friend
- Taar's strong empathy inspires the creatures she summons.
- Summon Alacrity 6
- Vix - Bitter Survivor
- Vix has lost some of his humanity in the war, and in its place is a practical, ruthless, callousness.
- Shred Blood level 3
- Sartan - Swashbuckler
- Sartan fights in a flamboyant style that often seems more about showing off his skills and physique than about getting the fight over with. It's all about impressing the ladies.
- Weapon Attack Speed +5%, Armour -10%
- Finala - Perfectionist
- Though slower than her peers, Finala's spellcasting is flawless and her disciplined command of magic lends her spells great power.
- -5% Spell Casting Speed (negates Elven bonus), +10% Nature and Combat Magic Damage, +5% Healing with Healing Spells
- Amren - Seer
- Amren's precognition is stronger than that of most elves.
- +50% Damage on Critical Hits
- Eva - Fortune Favours the Bold
- As charismatic ruler and proven army commander, she can rally allies with an inspiring cry or send enemies fleeing before her charge
- Invulnerability 1, War Cry 1
- Celeb'hel - Elven Elder, Paragon, Archmage
- Celeb'hel has a broad array of skills gathered from a lifetime of experience; and a knowledge of epic magics dating back to ancient times.
- Level 1 in all Nature Magic and Combat Magic active skills. Level 1 in Dual Wield and Bow active skills.
- XP is divided over all four areas of mastery, but focussing on Combat Magic. Attributes are those of a pure mage.
- Old Age: -5 Strength, -5 Dexterity, +5 Intelligence.
- Yoren -- Nothing yet
- Ressa - Trained in the Dark Arts
- Ressa is knowledgeable in the dark arts of binding the souls of the dead
- Harvest Soul 1
- (4) Experimental - Characters have different starting gear.
- New PCs have the basic Fist of Stone and Blood Assassin spells in the Reserve slots of the spell book.
- Experienced NPCs start with item sets instead of the usual potions and magic items. To use this, install the mod "GQ Races Variant Starting Gear.ds2res" in the Resource folder. In this version, Eva has no gear as she begins the game captured by the enemy.
- (5) XP and Damage Scaling
- This module changes XP scaling to:
- Further cut down on XP farming by killing weak monsters.
- Reward players for taking down challenging monsters.
- Orignal XP scaling:
- If monster level +/- 4, 100% XP
- For each level difference greater or less than 4, -20% XP, minimum 5% or 1 XP
- New scaling:
- If monster level = attacker level, 100% XP
- If monster level > attacker level, +(L x L)% where L is the level difference
- If monster level < attacker level, -(L x L x L)% where L is the level difference .E.g., Attacking a monster 5 levels higher therefore is worth +25% XP .E.g., Attacking a monster 4 levels lower is worth -64%, or 36% XP.
- 0 XP minimum.
- This module changes the XP progression to level 300 for compatibility with Cat Mansion.
- After the first few levels, XP requirement is strictly x2 over 5 levels, until level 120
- This was used when pre-calculating NPC stats.
- Damage Scaling mirrors XP scaling but less aggressive
- Original:
- If attacker level is equal or higher than victim, no change
- If attacker level is up to +4 levels lower, no change .If attacker level is 4-5 levels lower, -25%
- If attacker level is 6-8 levels lower, 50%
- If attacker level is 9+ levels lower, -25%
- New
- If attacker level is higher, +(LxL)%, no maximum
- If attacker level is lower, -(LxL)%, minimum 0%
- (7) To help multiclassing, instead of the Uber level for damage and XP adjustment, we use whichever skill level is highest
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