Is it by design that some of the priest kits cannot use slings (or any range weapon), for example, Mystra Velsharoon. Also Sseth kit has no armour except scale which is not in the game. How does dual classing affect the kits as if I dual class to a mage I lose the ability to wear robes etc.
Excellent mod, your hard work is much appreciated.
@Phaerimmselbow There are some kits with weapon/armor restrictions, for example I think the Tempus kit forbids ranged weapons. I think scale armor was something we were adding later on, the idea was to get the spells and kits done, then tackle some p&p weapon/armor.
I never dual class so I'm not sure how it would interfere, I seem to recall that only a select number of Specialty Priests allow dual class combinations. I suspect you would suffer the restrictions of both classes you are dualed in.
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I've decided on tackling the summoning spells first since they can be done together as a group. All that has to be done is choose what creatures are possible and pick the summoned animation.
I'm thinking it would be best to categorize the summons into the following:
Undead - The skeleton rising from the grave animation. Monster - The lizard head. Animal/Plant - The opening watery plant. Phantasm - The black cackling cloud of the Fallen Deva. Extra-Planar - The animation used in elemental summons.
These can easily be changed afterwards if they don't work. I'm just going to get the strings edited and then I'll post the candidates for summons to get one last look over.
The following spells need to be clarified somewhat. The other summoning spells are either obvious or are sorted once the following are (demishadow monsters is decided via the picks of Monster Summoning). However these ones have far too many options.
Find Familiar
- The same as the BG2 version however the familiar is randomized and not tied to alignment. Plus demonic or magical familiars are excluded. This probably can't be fixed due to the nature of the opcode.
Monster Summoning I
- Any of the following:
1. Giant Ant (Maybe a recolour of the Ankheg?) 2. Huge Bat 3. Fire Beetle (Can be done) 4. Bullywug 5. Goblin (Can be done) 6. Hobgoblin (Maybe a recolour of the Goblin?) 7. Jermlaine (3d4) (Maybe a recolour of the Goblin?) 8. Kobold (3d4) (Can be done) 9. Giant Leech (1 HD) 10. Muckdweller 11. Orc (Can be done) 12. Giant Rat (3d4)
Monster Summoning II
- Any of the following:
1. Bombardier Beetle (Can be done) 2. Giant Centipede 3. Giant or Killer Frog 4. Gnoll or Flind (Can be done) 5. Land Lamprey 6. Lizard Man (Can be done) 7. Mongrelman (2 HD) 8. Mudmen 9. Large Spider (Can be done) 10. Stirge 11. Giant Toad 12. Troglodyte (1d6) (Can be done)
Monster Summoning III
- Any of the following:
1. Ankheg (3-4 HD) (Can be done) 2. Giant Bat 3. Boring Beetle (Can be done) 4. Bugbear (Can be done) 5. Megalocentipede 6. Giant Crab 7. Wild Crocodile (2 HD) 8. Death Dog (Can be done) 9. Gelatinous Cube 10. Ghoul (Probably should be left alone due to Undead Summoning) 11. Giant Lizard 12. Wererat 13. Orc or Orog (Can be done) 14. Osqip 15. Sandling 16. Large Scorpion 17. Snake or Constrictor (Can be done) 18. Huge Snake (Can be done) 19. Giant Weasel 20. Land Urchin
Monster Summoning IV
- Any of the following:
1. Ankheg (5-6 HD) (Can be done) 2. Carnivorous Ape (Maybe a recolour of the Gibberling?) 3. Banderlog (Maybe a recolour of the Gibberling?) 4. Ettercap (Can be done) 5. Gargoyle 6. Ghast (Probably should be left alone due to Undead Summoning) 7. Hellhound (Can be done) 8. Huecuva (Probably should be left alone due to Undead Summoning) 9. 5 Headed Hydra 10. Lycanthropic Werewolf (Can be done) 11. Ogre (Can be done) 12. Ooze, gray 13. Owlbear 14. Huge Scorpion 15. Giant Constrictor (Can be done) 16. Poisonous Toad 17. Fire Toad 18. Giant Wasp 19. Worg (Can be done) 20. Yeti (Can be done)
Monster Summoning V
- Any of the following:
1. Ankheg (7-8 HD) (Can be done) 2. Cockatrice 3. Displacer Beast (Can be done) 4. Doppleganger (Can be done) 5. Giant Hornet 6. 7 Headed Hydra 7. 5 Headed Hydra (cyro/pyro) 8. Leucrotta 9. Subterranean Lizard 10. Lycanthropic Wereboar 11. Margoyle 12. Minotaur (Can be done) 13. Ochre Jelly (Can be done) 14. Rust Monster (Can be done) 15. Slithering Tracker (Can be done) 16. Giant/Poison/Spitting Snake (Can be done) 17. Giant Spider (Can be done) 18. Verbeeg Giantkin (Can be done) 19. Winter Wolf (Can be done) 20. Ju-ju Zombie (Probably should be left alone due to Undead Summoning)
Monster Summoning VI
- Any of the following:
1. Basilisk (Can be done) 2. Stag Beetle (Can be done) 3. Carrion Crawler (Can be done) 4. Dracolisk 5. Drider (Can be done) 6. Griffon 7. 8 Headed Hydra 8. Minotaur Lizard 9. Lycanthropic Weretiger 10. Manticore 11. Ogre mage (Can be done) 12. Otyugh (Can be done) 13. Pyrolisk 14. Salamander (Can be done) 15. Phase Spider (Can be done) 16. Troll (Can be done) 17. Wolfwere (Can be done) 18. Wraith (Probably should be left alone due to Undead Summoning) 19. Wyvern (Can be done) 20. Halfbreed Yuan-ti (Can be done)
Monster Summoning VII
- Any of the following:
1. Greater Basilisk (Can be done) 2. Behir or Tunnel Worm 3. Bulette 4. Chimera 5. Ettin or Hill Giant (Can be done) 6. Flesh Golem (Can be done) 7. Gorgon 8. 10 Headed Hydra 9. 8 Headed Hyra (cyro/pyro) 10. Fire Lizard 11. Mummy (Probably should be left alone due to Undead Summoning) 12. Neo-otyugh (Can be done) 13. Black Pudding (Can be done) 14. Roper 15. Shambling mound (Can be done) 16. Giant Slug 17. Hieracosphinx 18. 2 Headed Troll 19. Umber Hulk (Can be done) 20. Xorn
1. Rhinoceros Beetle (Can be done) 2. Fire or Frost Giant (Can be done) 3. Formorian Giant 4. Stone Golem (Can be done) 5. Gorgimera 6. 12 headed Hydra 7. Lernaean or 8 Headed Hydra 8. Brown Pudding (Can be done) 9. Remorhaz (Can be done) 10. Rust Monster (Can be done) 11. Will o' Wisp (Can be done) 12. Purple Worm
Undead Summoning I = Skeletons or Animal Skeletons Undead Summoning II = Zombies or Heucuvas Undead Summoning III = Ghouls or Monster Zombies Undead Summoning IV = Ghasts, Shadows or Juju Zombies Undead Summoning V = Ghast, Giant Skeleton or Banshee Undead Summoning VI = Mummies, Wraiths or Wrights Undead Summoning VII = Spectres, Vampires or a Revenant
Undead Familiar
- The Necromancer's version of Find Familiar (since they can't use that spell). It animates a zombie or skeleton to act as a familiar.
Sprites = Summons Pixies, Nixies, Grigs, etc...
Celestial Army
- Summons a being from the following:
1 = Astral Devas (Can be done) 2 = Light Aasimon (Can be done) 3 = Lantern Archon (Can be done) 4 = Sword Archon (Can be done) 5 = Bariaur 6 = Celestial Lammasu 7 = Phoenix 8 = Reverend Ones (Can be done) 9 = Einheriar (Can be done) 10 = Adamantine Dragon
Gate
- Opens a portal to another plane and requests the service of who that reside there. 100% chance to summon something but no control over exactly what.
Animal Friendship
- Summons a Ranger/Druid companion that acts like a familiar.
Animal Summoning I = 8 animals of 8HD Animal Summoning II = 6 animals of 12HD Animal Summoning III = 12 animals of 16HD
Call Woodland Beings
- Summons a creature from the following:
Brownies (Can be done) Centaurs Dryads (Can be done) Pixies (Probably should be left along due to "Sprites" spell) Satyrs Sprites (Probably should be left along due to "Sprites" spell) Treants (Can be done) Unicorns
Animate Dead = Priest version of Undead Summoning Conjure Animals = Wizard version of Animal Summoning
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The way the "Monster Summoning" opcode works is that I can easily add or subtract monsters without getting too convoluted. So the monster selection isn't too much of a problem, but if you've noticed a monster that can be added into the game that I didn't put a note against then that would help alot.
Another problem is Call Woodland Beings, the selection the sourcebook gives is rather lacking. Maybe I should take suggestions for 2-3 more?
But the biggest one is the Gate spell because the sourcebook doesn't elaborate on specifics. BG2 treats it as a Summon Fiend like spell which isn't really appropriate for the game's setting and makes it rather two dimensional. Instead maybe I should make it a master summoning spell that lets you summon a range of different creatures? So a range of "planes" is given as options to connect the portal, something from the Elemental Plane of Fire, Prime Material Plane, Mechanus, etc... however there is a chance the spell backfires and summons either a angry creature or a ridiculously weak one. So you could connect to the Elemental Plane of Fire hoping to get a Salamander or Efreeti but you instead get a Fire Mephit.
Small update, I made some headway with the Find Familiar spell. Most of it is hardcoded to the character's alignment but if you give the 9 Familiar's creature files a Polymorph opcode then you can morph the familiar to look and act like another creature. All I did was make a single familiar with the polymorph opcodes and then duplicate it 9 times to replace all 9 pre-existing creature files. However I couldn't get the Name Change opcode to work, so I think I might have to call it "Familiar" or "Animal" instead of "cat", "ferret", etc...
So what happens is the game will randomly assign you a familiar with a 20% chance of summoning nothing. This also ties in nicely with the Animal Friendship spell because I can use the same Find Familiar opcode but make it detect if you are a Druid or Ranger. So you will then receive a Animal Companion/Familiar that varies from the mage ones. This will also help with the Malar and Baervan Wildwanderer specialty priests because I make the game first detect race and then detect class. So a non-gnome cleric would get it's own savage familiar and a gnome cleric would get the badger familiar.
I wish I could do the same with Undead Familiar but there is no way for me to get the game to distinguish between two arcane spells using the same Find Familiar opcode. So I might as well replace it with Leomund's Secret Chest, which is just a simple spell that conjures a "bag of holding". It's easy to implement and I haven't got a "Leomund" spell in the list yet. Besides Undead Familiar is easily outclassed by the Undead Summoning spells.
So basically any creature can become a familiar using this method. So we make some familiars from snakes, deers, eagles, chickens, pheasants, rats, etc... Anything with a "walking" animation.
I spoke too soon, turns out Undead Familiar can work. What you do is trick the game to the alignment of the caster by temporarily switching it, have the Familiar appear and then cancel the alignment switching effect. The tricky part is the alignment switching because a temporary duration isn't enough to convince the engine that you have changed, and a permanent one is permanent.
So the solution I found is to force equip an item that works like the Helm of Opposite Alignment, have the Familiar appear and then destroy the Helm. All of that can occur in a matter of seconds so you won't notice it. I'll have the alignment switching item appear in the 4th Weapon slot which is hidden from view unless you are something like a Fighter. Having the alignment switching opcode operate with a "While Equipped" Timing option seems to be the only way this lets you have a temporary alignment change without major setbacks.
So the spell first checks what class you are, then it will randomly assign you an alignment switching item, then it will summon the Familiar, then the item is destroyed returning your alignment to what it was before. This will allow you to keep the Familiar even if you don't have the proper alignment anymore.
This means the Wizard's familiar, Druid/Ranger's animal companion and now a Necromancer's undead slave is now in play. This means you can now have your very own Korax the Ghoul to follow you around all game. This method could even allow you to create a human follower that acts as a companion, pretty much like a 7th party member. So if you were a Paladin, you could attract a follower to serve you.
I was also thinking you could also modify Minsc, so that Boo is no longer just an inventory item but could be summoned and used like a Familiar. Pretty much anything is possible now, just as along as I don't go over the 9 Familiar slots. But if I incorporate the Polymorph trick as well, then one slot could be reserved for the undead but polymorph it from between a ghoul, skeleton or zombie, one for a variety of birds, one for cats, one for dogs, one for snakes, one for a human that is polymorphed between genders, etc...
@silversnuff the problem is how experience is shared only amongst the 6 party members, any sort of level scaling would involve talking to the familiar. An option would be there that runs a script that checks the player's level and will silently replace it with a stronger one. There might be another way, but off the top of my head this is possible. It would just involve multiple copies of the familiar's .cre file that have it increased in level each time.
How strange, I wonder what changed with patch 1.2 that made it incompatible. I can't troubleshoot right now because I rely on the Mac version which hasn't been updated yet.
How strange, I wonder what changed with patch 1.2 that made it incompatible. I can't troubleshoot right now because I rely on the Mac version which hasn't been updated yet.
Checking all of the threads today, it seems to be an issue with all kit mods not working, so I guess I have to be patient until someone discovers the cause.
Though I can say that something that pops up that a box saying some gibberish and then a kit name then "Too many columns on table 'WEAPPROF' " and then another except it says "Too many columns on table '255TWEAP'
@LordsDarkKnight185 Sounds like the max number of kits may have changed. Since this mod has 20 or so new ones, maybe it has exceeded what BG:EE can currently support? But looking around, seems others are having trouble with those .2da files you mentioned.
@mlnevese It doesn't modify the bgee.sql file. I can't troubleshoot myself but it does seem like there is a conflict with the kit related .2da files. Because this mod is purely a Weidu Kitpack plus added spells and items.
@LordsDarkKnight185 Sounds like the max number of kits may have changed. Since this mod has 20 or so new ones, maybe it has exceeded what BG:EE can currently support? But looking around, seems others are having trouble with those .2da files you mentioned.
I noticed that as well, and very disapointing if its true. If I may ask, why can't you check files? Didnt mac get the 1.2 patch the moment we pc users did?
@LordsDarkKnight185 I bought the mac version through the App Store, so I have to wait til it gets approved by Apple. That process takes a week or two. But I suspect this will be fixed by Overhaul anyways, so probably best to wait it out a little.
--- What I do need at the moment is a copy of the new GUIBTBUT.bam, so I can start creating new spell icons. Or find out if the dimensions of spell .bams have changed. From the screenshots, it looks like at least the inventory .bams have been increased in size or now allow for their 2nd frame to be used over the portrait when used in battle.
At the moment the .bam files of the mod is set at 40x40 pixels. If this has been increased this means I can make higher resolution icons, with the possibility of giving them a transparent background as opposed to being stuck onto the GUI button graphic.
Ok I'm going to have to figure out how to implement some of the new modder related improvements that came with v1.2 into the mod.
Externalized spells that may be cast while silenced
- So this means I'm going to include an extra line in the Spell Description that says if the spell has a Verbal component or not. So there will be some spells available to be cast like Wraithform, Shadow Door, Mislead, etc... Most are from the school of Illusion.
- It would have been cool too if they added a penalty to spell casters who have their movements restrained. So spells that required a Somatic component couldn't be cast, but spells that don't could still be cast. But I'll go with purely the Verbal restrictions for now.
Externalized racial restrictions for class and school of magic
- This appears to allow kits like the demi-human Bards to be listed under the Bard category, without necessarily activating the True Class Bard for demi-humans? This will help to free up space in the Create Character screen.
Externalised which mage spells are hidden from spell selection screens
- This lets me customize the spell selection screen, so Specialty Mages and Sorcerers can have only spells applicable to them shown? So an Abjurer won't have Alteration spells blacked out but rather more Abjurer spells to choose from.
Externalized reputation loss
- For truly evil spells, I can implement a reputation loss penalty.
Externalized the summon cap for monsters and celestials.
- This helps with the summon spells. Because the low level Monster/Animal/Undead Summoning spells required 2d4 or 3d4 monsters to be summoned. Now I can avoid the 5 summoned monster cap.
Added Turn Undead level modifier opcode
- Just another way to vary the Specialty Priests. Plus it gives the ability to add the Turn Undead power of Undead Ward so that it scales and gives the Turn Undead penalty of Sanctify.
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I've heard that there is also a new .2da called clastext.2da which lets you modify the class/kit title and description of a kit. This is pretty amazing because it lets me create the thief/cleric combos used with the Mask, Vhaeraun & Baravar Cloakshadow kits. The problem before was that this was possible with a Change Class IDS trick but the class description was hardcoded so it looked like there wasn't a real change occurring at least aesthetically.
I hope there is a guide somewhere that lists all the new .2da and opcodes, plus what they exactly do. I can't experiment right now and it would save some time.
@silversnuff thanks for the link, it was quite informative but I do hope that there is something like a IESDP update in the future that includes all the new stuff.
Here are some new things I can do:
For example the "Cast Spell on Condition" opcode now lets a spell activate upon a certain time of day. So I can create the Harper's Mooncloak spell that offers protection bonuses during the night only. Or I can give a werewolf a boost during the night.
A new opcode lets you change the weather. So I can make it rain or snow as a side effect of something like Uncontrolled Weather. It's an aesthetic thing but still pretty cool.
Another new opcode that lets me dispel specific spells or effects which is incredibly useful. Means I can now do a Fire Purge spell that removes all fire spells from working or Grounding which prevents all electrical spells from working. There are other uses like a specifically targeted cure spell that could remove a sleep spell without removing all sleep effects.
Ah, seems like the hidespl.2da doesn't let you modify the Spell Selection screen for individual kits. That's a real shame, means the spell selection screen is the same for all kits... So nothing really new on that front. I rescind what I said earlier.
It also looks like they have added the Kit.Ids to most opcodes that involve referencing .ids files. What this means is I can simply change a kit to another with a simple spell effect instead of having to resort to scripting actions.
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I'm going to change the way the Specialty Priests are selected now. The new way is the following:
- You select the Specialty Priest from the character creation menu like normal and proceed to the spell memorization part.
- However instead of usable spells being available for memorization, you will be given a single spell at level 1 called something like "Worship Deity". When cast it contains multiple spells then you can cast afterwards, just like how Spell Immunity has 8 subspells that you have to cast afterwards. So I can add in around a hundred deities into that one spell and have it differ depending on race. With patch 1.2 you can simply right click on the icon to see the kit's description. Some deities have multiple kits, so if you select Mask, you get two extra options which are either a pure cleric or a cleric/thief. Also if the kit has specific alignment options, you will be forced to pick a new alignment.
- When you decide to cast that deity specific "spell", your character moves from being the default Specialty Priest that has no spells or abilities to the kit you selected. So your character will completely become a Dweomerkeeper if you picked Mystra. You also loose the "Worship Deity" spell, so you are now stuck with that kit. Although I could leave that in if you want to change deities during gameplay, with appropriate penalty of course (something like reputation loss/gain, money loss, etc...)
This method allows me to theoretically add as many kits as I want without having to worry about dialogue boxes or waiting til they increase the number of kits available in the character creation screen. Overall it is just a simpler, less buggy option. I'll even make it easier that if you cast the "Worship Deity" spell, it also refreshes spells so you don't have to continually rest to recover your lost memorization.
I think it is about time for a spring cleaning with this mod. I could either try and work around what is already here or I can build a more coherent structure and port relevant things over when they are ready. Because right now I honestly don't know what half of the files actually do. Not to mention with this new patch, things will have to change anyways. Particularly since Weidu currently lacks the new additions from the patch.
I'm going to change the name of the mod too since it's no longer about Specialty Priest kits but also new Arcane spells and eventually new 2nd edition kits from all classes.
At the moment the name I'm thinking of is "2nd Edition Kit Overhaul" or "2KO". - "2nd Edition" referring to 2nd Edition D&D - "Kit" because everything is related to character kits - "Overhaul" because it signifies that this is a EE mod and that it basically overhauls the way classes/kits work.
With the chief four goals of the mod being the following: - New Arcane & Divine spells from 2nd edition (Step 1) - New Kits from 2nd edition (Step 2) - New HLAs and Non-Weapon Proficiencies (Step 3) - New Items from 2nd edition (Step 4)
I'm going to work on Step 1 until it's around 50% done, that will give me enough time until the new patch stuff is added to Weidu. Then Step 1 will help me do Step 2 since the Mage, Bard, Cleric, Druid, Ranger and Paladin kits rely on the new spells. Step 3 will be added after the kits because I would need a break from creating .spl files. And Step 4 is just a fun bit at the end where I'll be introducing some 2nd edition armor/weapons that aren't in the game like Dwarven equivalents to Elven Chain or more weapons from ignored categories like Halberd.
Then that should be it, tempting to add more but I need to draw the line or it'll never be finished. I'm not going to change anything just yet until this is discussed a bit more. But at the moment I'll continue with the spell creation.
I'll also create a dedicated google account/gmail address for the mod and in turn a AppSpot site that will host information about it.
I've decided to make copies of spells if they have more than one school. So Melf's Minute Meteors and Chromatic Orb would have an Evocation and Alteration version. But I'm also going from the spell's earliest mention in a sourcebook so there aren't many spells that fit this. It just makes things more 'true' to 2nd dnd and gives more choice to the player.
So in a spell's description the spell's school will be removed and instead it will be mentioned in the title and in the colour of the spell icon only. That way I don't have to make duplicates of spell description strings.
Are you planning on implementing a method whereby players can add the new kits to NPC's? I'm thinking along the lines of the Lvl1 NPC's mod. This may be out of the scope of this project, but being able to add the new kits to existing Npc's will help players experience more of what your mod has to offer. However, this may be far more work that its worth.
@Jean30 From what I've read, the new patch 1.2 adds the ability to alter kit descriptions. We were able to make multi-class kits in the past using a Change IDS State opcode trick, but it didn't change the kit descriptions because that was hardcoded. So we dropped that concept because it just wasn't user friendly. But since they externalised it, we should be able to make multi-class kits for the Specialty Priests. The only problem is that I'm sticking strictly to pnp rules, and the Speciality Priest for Mystra which is described in the Faiths & Avatars sourcebook doesn't allow for multi-class combinations.
However you can easily dual class from a Specialty Priest (Cleric) to a Fighter to become a Dweomerkeeper/Fighter but you'd have to be human.
@silversnuff That would be the very last step, I probably don't have time to do anything in depth but I could give it a go. All I would do is run some weidu code that switches certain .cre files to new kits while leaving everything else alone. That shouldn't be too hard, the problem arises when it comes to the AI. I'm using new spells, but the AI uses the old spells, so I would have to go through and create new AI scripts for the .cre files. That is certainly doable but might not be compatible with popular mods like SCS. We'll see what we can do when the time comes.
@Mordeus thanks alot, my idea was mystra/mage to become something like a mystic theurge able to cast in no magic zone ( i had this character when i played back in the days. . .)
I'm having to go through the strings to modify anything that can't be done with the Infinity Engine. One example is Phantom Armor that has a condition that if the spell target loses HP equal to that of the caster, then the protection is dispelled. I have no knowledge of implementing that, so I'm going to switch it to a condition that if the target's health drops below 10% the protection is dispelled.
Anyway I can get a copy of the BG2:EE GUIBTBUT.bam file? I'm waiting til the game hits the Mac App Store but if I can get that .bam I can start converting the spell description icons.
Comments
Excellent mod, your hard work is much appreciated.
I never dual class so I'm not sure how it would interfere, I seem to recall that only a select number of Specialty Priests allow dual class combinations. I suspect you would suffer the restrictions of both classes you are dualed in.
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I've decided on tackling the summoning spells first since they can be done together as a group. All that has to be done is choose what creatures are possible and pick the summoned animation.
I'm thinking it would be best to categorize the summons into the following:
Undead - The skeleton rising from the grave animation.
Monster - The lizard head.
Animal/Plant - The opening watery plant.
Phantasm - The black cackling cloud of the Fallen Deva.
Extra-Planar - The animation used in elemental summons.
These can easily be changed afterwards if they don't work. I'm just going to get the strings edited and then I'll post the candidates for summons to get one last look over.
Find Familiar
- The same as the BG2 version however the familiar is randomized and not tied to alignment. Plus demonic or magical familiars are excluded. This probably can't be fixed due to the nature of the opcode.
Monster Summoning I
- Any of the following:
1. Giant Ant (Maybe a recolour of the Ankheg?)
2. Huge Bat
3. Fire Beetle (Can be done)
4. Bullywug
5. Goblin (Can be done)
6. Hobgoblin (Maybe a recolour of the Goblin?)
7. Jermlaine (3d4) (Maybe a recolour of the Goblin?)
8. Kobold (3d4) (Can be done)
9. Giant Leech (1 HD)
10. Muckdweller
11. Orc (Can be done)
12. Giant Rat (3d4)
Monster Summoning II
- Any of the following:
1. Bombardier Beetle (Can be done)
2. Giant Centipede
3. Giant or Killer Frog
4. Gnoll or Flind (Can be done)
5. Land Lamprey
6. Lizard Man (Can be done)
7. Mongrelman (2 HD)
8. Mudmen
9. Large Spider (Can be done)
10. Stirge
11. Giant Toad
12. Troglodyte (1d6) (Can be done)
Monster Summoning III
- Any of the following:
1. Ankheg (3-4 HD) (Can be done)
2. Giant Bat
3. Boring Beetle (Can be done)
4. Bugbear (Can be done)
5. Megalocentipede
6. Giant Crab
7. Wild Crocodile (2 HD)
8. Death Dog (Can be done)
9. Gelatinous Cube
10. Ghoul (Probably should be left alone due to Undead Summoning)
11. Giant Lizard
12. Wererat
13. Orc or Orog (Can be done)
14. Osqip
15. Sandling
16. Large Scorpion
17. Snake or Constrictor (Can be done)
18. Huge Snake (Can be done)
19. Giant Weasel
20. Land Urchin
Monster Summoning IV
- Any of the following:
1. Ankheg (5-6 HD) (Can be done)
2. Carnivorous Ape (Maybe a recolour of the Gibberling?)
3. Banderlog (Maybe a recolour of the Gibberling?)
4. Ettercap (Can be done)
5. Gargoyle
6. Ghast (Probably should be left alone due to Undead Summoning)
7. Hellhound (Can be done)
8. Huecuva (Probably should be left alone due to Undead Summoning)
9. 5 Headed Hydra
10. Lycanthropic Werewolf (Can be done)
11. Ogre (Can be done)
12. Ooze, gray
13. Owlbear
14. Huge Scorpion
15. Giant Constrictor (Can be done)
16. Poisonous Toad
17. Fire Toad
18. Giant Wasp
19. Worg (Can be done)
20. Yeti (Can be done)
Monster Summoning V
- Any of the following:
1. Ankheg (7-8 HD) (Can be done)
2. Cockatrice
3. Displacer Beast (Can be done)
4. Doppleganger (Can be done)
5. Giant Hornet
6. 7 Headed Hydra
7. 5 Headed Hydra (cyro/pyro)
8. Leucrotta
9. Subterranean Lizard
10. Lycanthropic Wereboar
11. Margoyle
12. Minotaur (Can be done)
13. Ochre Jelly (Can be done)
14. Rust Monster (Can be done)
15. Slithering Tracker (Can be done)
16. Giant/Poison/Spitting Snake (Can be done)
17. Giant Spider (Can be done)
18. Verbeeg Giantkin (Can be done)
19. Winter Wolf (Can be done)
20. Ju-ju Zombie (Probably should be left alone due to Undead Summoning)
Monster Summoning VI
- Any of the following:
1. Basilisk (Can be done)
2. Stag Beetle (Can be done)
3. Carrion Crawler (Can be done)
4. Dracolisk
5. Drider (Can be done)
6. Griffon
7. 8 Headed Hydra
8. Minotaur Lizard
9. Lycanthropic Weretiger
10. Manticore
11. Ogre mage (Can be done)
12. Otyugh (Can be done)
13. Pyrolisk
14. Salamander (Can be done)
15. Phase Spider (Can be done)
16. Troll (Can be done)
17. Wolfwere (Can be done)
18. Wraith (Probably should be left alone due to Undead Summoning)
19. Wyvern (Can be done)
20. Halfbreed Yuan-ti (Can be done)
Monster Summoning VII
- Any of the following:
1. Greater Basilisk (Can be done)
2. Behir or Tunnel Worm
3. Bulette
4. Chimera
5. Ettin or Hill Giant (Can be done)
6. Flesh Golem (Can be done)
7. Gorgon
8. 10 Headed Hydra
9. 8 Headed Hyra (cyro/pyro)
10. Fire Lizard
11. Mummy (Probably should be left alone due to Undead Summoning)
12. Neo-otyugh (Can be done)
13. Black Pudding (Can be done)
14. Roper
15. Shambling mound (Can be done)
16. Giant Slug
17. Hieracosphinx
18. 2 Headed Troll
19. Umber Hulk (Can be done)
20. Xorn
1. Rhinoceros Beetle (Can be done)
2. Fire or Frost Giant (Can be done)
3. Formorian Giant
4. Stone Golem (Can be done)
5. Gorgimera
6. 12 headed Hydra
7. Lernaean or 8 Headed Hydra
8. Brown Pudding (Can be done)
9. Remorhaz (Can be done)
10. Rust Monster (Can be done)
11. Will o' Wisp (Can be done)
12. Purple Worm
Undead Summoning I = Skeletons or Animal Skeletons
Undead Summoning II = Zombies or Heucuvas
Undead Summoning III = Ghouls or Monster Zombies
Undead Summoning IV = Ghasts, Shadows or Juju Zombies
Undead Summoning V = Ghast, Giant Skeleton or Banshee
Undead Summoning VI = Mummies, Wraiths or Wrights
Undead Summoning VII = Spectres, Vampires or a Revenant
Undead Familiar
- The Necromancer's version of Find Familiar (since they can't use that spell). It animates a zombie or skeleton to act as a familiar.
Sprites = Summons Pixies, Nixies, Grigs, etc...
Celestial Army
- Summons a being from the following:
1 = Astral Devas (Can be done)
2 = Light Aasimon (Can be done)
3 = Lantern Archon (Can be done)
4 = Sword Archon (Can be done)
5 = Bariaur
6 = Celestial Lammasu
7 = Phoenix
8 = Reverend Ones (Can be done)
9 = Einheriar (Can be done)
10 = Adamantine Dragon
Gate
- Opens a portal to another plane and requests the service of who that reside there. 100% chance to summon something but no control over exactly what.
Animal Friendship
- Summons a Ranger/Druid companion that acts like a familiar.
Animal Summoning I = 8 animals of 8HD
Animal Summoning II = 6 animals of 12HD
Animal Summoning III = 12 animals of 16HD
Call Woodland Beings
- Summons a creature from the following:
Brownies (Can be done)
Centaurs
Dryads (Can be done)
Pixies (Probably should be left along due to "Sprites" spell)
Satyrs
Sprites (Probably should be left along due to "Sprites" spell)
Treants (Can be done)
Unicorns
Animate Dead = Priest version of Undead Summoning
Conjure Animals = Wizard version of Animal Summoning
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The way the "Monster Summoning" opcode works is that I can easily add or subtract monsters without getting too convoluted. So the monster selection isn't too much of a problem, but if you've noticed a monster that can be added into the game that I didn't put a note against then that would help alot.
Another problem is Call Woodland Beings, the selection the sourcebook gives is rather lacking. Maybe I should take suggestions for 2-3 more?
But the biggest one is the Gate spell because the sourcebook doesn't elaborate on specifics. BG2 treats it as a Summon Fiend like spell which isn't really appropriate for the game's setting and makes it rather two dimensional. Instead maybe I should make it a master summoning spell that lets you summon a range of different creatures? So a range of "planes" is given as options to connect the portal, something from the Elemental Plane of Fire, Prime Material Plane, Mechanus, etc... however there is a chance the spell backfires and summons either a angry creature or a ridiculously weak one. So you could connect to the Elemental Plane of Fire hoping to get a Salamander or Efreeti but you instead get a Fire Mephit.
So what happens is the game will randomly assign you a familiar with a 20% chance of summoning nothing. This also ties in nicely with the Animal Friendship spell because I can use the same Find Familiar opcode but make it detect if you are a Druid or Ranger. So you will then receive a Animal Companion/Familiar that varies from the mage ones. This will also help with the Malar and Baervan Wildwanderer specialty priests because I make the game first detect race and then detect class. So a non-gnome cleric would get it's own savage familiar and a gnome cleric would get the badger familiar.
I wish I could do the same with Undead Familiar but there is no way for me to get the game to distinguish between two arcane spells using the same Find Familiar opcode. So I might as well replace it with Leomund's Secret Chest, which is just a simple spell that conjures a "bag of holding". It's easy to implement and I haven't got a "Leomund" spell in the list yet. Besides Undead Familiar is easily outclassed by the Undead Summoning spells.
So basically any creature can become a familiar using this method. So we make some familiars from snakes, deers, eagles, chickens, pheasants, rats, etc... Anything with a "walking" animation.
So the solution I found is to force equip an item that works like the Helm of Opposite Alignment, have the Familiar appear and then destroy the Helm. All of that can occur in a matter of seconds so you won't notice it. I'll have the alignment switching item appear in the 4th Weapon slot which is hidden from view unless you are something like a Fighter. Having the alignment switching opcode operate with a "While Equipped" Timing option seems to be the only way this lets you have a temporary alignment change without major setbacks.
So the spell first checks what class you are, then it will randomly assign you an alignment switching item, then it will summon the Familiar, then the item is destroyed returning your alignment to what it was before. This will allow you to keep the Familiar even if you don't have the proper alignment anymore.
This means the Wizard's familiar, Druid/Ranger's animal companion and now a Necromancer's undead slave is now in play. This means you can now have your very own Korax the Ghoul to follow you around all game. This method could even allow you to create a human follower that acts as a companion, pretty much like a 7th party member. So if you were a Paladin, you could attract a follower to serve you.
I was also thinking you could also modify Minsc, so that Boo is no longer just an inventory item but could be summoned and used like a Familiar. Pretty much anything is possible now, just as along as I don't go over the 9 Familiar slots. But if I incorporate the Polymorph trick as well, then one slot could be reserved for the undead but polymorph it from between a ghoul, skeleton or zombie, one for a variety of birds, one for cats, one for dogs, one for snakes, one for a human that is polymorphed between genders, etc...
@silversnuff the problem is how experience is shared only amongst the 6 party members, any sort of level scaling would involve talking to the familiar. An option would be there that runs a script that checks the player's level and will silently replace it with a stronger one. There might be another way, but off the top of my head this is possible. It would just involve multiple copies of the familiar's .cre file that have it increased in level each time.
So...PoF no longer works with the 1.2 patch.
Though I can say that something that pops up that a box saying some gibberish and then a kit name then "Too many columns on table 'WEAPPROF' " and then another except it says "Too many columns on table '255TWEAP'
@mlnevese It doesn't modify the bgee.sql file. I can't troubleshoot myself but it does seem like there is a conflict with the kit related .2da files. Because this mod is purely a Weidu Kitpack plus added spells and items.
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What I do need at the moment is a copy of the new GUIBTBUT.bam, so I can start creating new spell icons. Or find out if the dimensions of spell .bams have changed. From the screenshots, it looks like at least the inventory .bams have been increased in size or now allow for their 2nd frame to be used over the portrait when used in battle.
At the moment the .bam files of the mod is set at 40x40 pixels. If this has been increased this means I can make higher resolution icons, with the possibility of giving them a transparent background as opposed to being stuck onto the GUI button graphic.
Externalized spells that may be cast while silenced
- So this means I'm going to include an extra line in the Spell Description that says if the spell has a Verbal component or not. So there will be some spells available to be cast like Wraithform, Shadow Door, Mislead, etc... Most are from the school of Illusion.
- It would have been cool too if they added a penalty to spell casters who have their movements restrained. So spells that required a Somatic component couldn't be cast, but spells that don't could still be cast. But I'll go with purely the Verbal restrictions for now.
Externalized racial restrictions for class and school of magic
- This appears to allow kits like the demi-human Bards to be listed under the Bard category, without necessarily activating the True Class Bard for demi-humans? This will help to free up space in the Create Character screen.
Externalised which mage spells are hidden from spell selection screens
- This lets me customize the spell selection screen, so Specialty Mages and Sorcerers can have only spells applicable to them shown? So an Abjurer won't have Alteration spells blacked out but rather more Abjurer spells to choose from.
Externalized reputation loss
- For truly evil spells, I can implement a reputation loss penalty.
Externalized the summon cap for monsters and celestials.
- This helps with the summon spells. Because the low level Monster/Animal/Undead Summoning spells required 2d4 or 3d4 monsters to be summoned. Now I can avoid the 5 summoned monster cap.
Added Turn Undead level modifier opcode
- Just another way to vary the Specialty Priests. Plus it gives the ability to add the Turn Undead power of Undead Ward so that it scales and gives the Turn Undead penalty of Sanctify.
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I've heard that there is also a new .2da called clastext.2da which lets you modify the class/kit title and description of a kit. This is pretty amazing because it lets me create the thief/cleric combos used with the Mask, Vhaeraun & Baravar Cloakshadow kits. The problem before was that this was possible with a Change Class IDS trick but the class description was hardcoded so it looked like there wasn't a real change occurring at least aesthetically.
I hope there is a guide somewhere that lists all the new .2da and opcodes, plus what they exactly do. I can't experiment right now and it would save some time.
http://forums.gibberlings3.net/index.php?showtopic=25516
Here are some new things I can do:
For example the "Cast Spell on Condition" opcode now lets a spell activate upon a certain time of day. So I can create the Harper's Mooncloak spell that offers protection bonuses during the night only. Or I can give a werewolf a boost during the night.
A new opcode lets you change the weather. So I can make it rain or snow as a side effect of something like Uncontrolled Weather. It's an aesthetic thing but still pretty cool.
Another new opcode that lets me dispel specific spells or effects which is incredibly useful. Means I can now do a Fire Purge spell that removes all fire spells from working or Grounding which prevents all electrical spells from working. There are other uses like a specifically targeted cure spell that could remove a sleep spell without removing all sleep effects.
Ah, seems like the hidespl.2da doesn't let you modify the Spell Selection screen for individual kits. That's a real shame, means the spell selection screen is the same for all kits... So nothing really new on that front. I rescind what I said earlier.
It also looks like they have added the Kit.Ids to most opcodes that involve referencing .ids files. What this means is I can simply change a kit to another with a simple spell effect instead of having to resort to scripting actions.
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I'm going to change the way the Specialty Priests are selected now. The new way is the following:
- You select the Specialty Priest from the character creation menu like normal and proceed to the spell memorization part.
- However instead of usable spells being available for memorization, you will be given a single spell at level 1 called something like "Worship Deity". When cast it contains multiple spells then you can cast afterwards, just like how Spell Immunity has 8 subspells that you have to cast afterwards. So I can add in around a hundred deities into that one spell and have it differ depending on race. With patch 1.2 you can simply right click on the icon to see the kit's description. Some deities have multiple kits, so if you select Mask, you get two extra options which are either a pure cleric or a cleric/thief. Also if the kit has specific alignment options, you will be forced to pick a new alignment.
- When you decide to cast that deity specific "spell", your character moves from being the default Specialty Priest that has no spells or abilities to the kit you selected. So your character will completely become a Dweomerkeeper if you picked Mystra. You also loose the "Worship Deity" spell, so you are now stuck with that kit. Although I could leave that in if you want to change deities during gameplay, with appropriate penalty of course (something like reputation loss/gain, money loss, etc...)
This method allows me to theoretically add as many kits as I want without having to worry about dialogue boxes or waiting til they increase the number of kits available in the character creation screen. Overall it is just a simpler, less buggy option. I'll even make it easier that if you cast the "Worship Deity" spell, it also refreshes spells so you don't have to continually rest to recover your lost memorization.
Think this is a better option?
I'm going to change the name of the mod too since it's no longer about Specialty Priest kits but also new Arcane spells and eventually new 2nd edition kits from all classes.
At the moment the name I'm thinking of is "2nd Edition Kit Overhaul" or "2KO".
- "2nd Edition" referring to 2nd Edition D&D
- "Kit" because everything is related to character kits
- "Overhaul" because it signifies that this is a EE mod and that it basically overhauls the way classes/kits work.
With the chief four goals of the mod being the following:
- New Arcane & Divine spells from 2nd edition (Step 1)
- New Kits from 2nd edition (Step 2)
- New HLAs and Non-Weapon Proficiencies (Step 3)
- New Items from 2nd edition (Step 4)
I'm going to work on Step 1 until it's around 50% done, that will give me enough time until the new patch stuff is added to Weidu. Then Step 1 will help me do Step 2 since the Mage, Bard, Cleric, Druid, Ranger and Paladin kits rely on the new spells. Step 3 will be added after the kits because I would need a break from creating .spl files. And Step 4 is just a fun bit at the end where I'll be introducing some 2nd edition armor/weapons that aren't in the game like Dwarven equivalents to Elven Chain or more weapons from ignored categories like Halberd.
Then that should be it, tempting to add more but I need to draw the line or it'll never be finished. I'm not going to change anything just yet until this is discussed a bit more. But at the moment I'll continue with the spell creation.
I'll also create a dedicated google account/gmail address for the mod and in turn a AppSpot site that will host information about it.
So in a spell's description the spell's school will be removed and instead it will be mentioned in the title and in the colour of the spell icon only. That way I don't have to make duplicates of spell description strings.
Quite excellent!
I mean could i be a fighter/cleric of mystra?
(sorry for bad english)
However you can easily dual class from a Specialty Priest (Cleric) to a Fighter to become a Dweomerkeeper/Fighter but you'd have to be human.
@silversnuff That would be the very last step, I probably don't have time to do anything in depth but I could give it a go. All I would do is run some weidu code that switches certain .cre files to new kits while leaving everything else alone. That shouldn't be too hard, the problem arises when it comes to the AI. I'm using new spells, but the AI uses the old spells, so I would have to go through and create new AI scripts for the .cre files. That is certainly doable but might not be compatible with popular mods like SCS. We'll see what we can do when the time comes.