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Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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  • [Deleted User][Deleted User] Posts: 0
    edited April 2019
    The user and all related content has been deleted.

    Post edited by [Deleted User] on
  • RaduzielRaduziel Member Posts: 4,716
    Let me fix the QD_Multi issue.

    Tag me in the new release, please.

  • [Deleted User][Deleted User] Posts: 0
    edited April 2019
    The user and all related content has been deleted.

    RaduzielGusinda
  • ThePoeyThePoey Member Posts: 6
    Really loving this mod, it's breathing new life into my BG and BG 2 playthroughs.

    Quick question for anyone else who may have experienced this problem; doing a playthrough as a Stalker, but on both BG and BG2, casting Blindness as said character causes the game to crash. Anyone encounter this or have an idea for a fix?

    Really excellent work though, subtledoctor, and thank you for all of your hard work!

    Grammarsalad
  • Mantis37Mantis37 Member Posts: 1,072
    Is Chaotic Commands not appearing at level 5 a known issue? I & several others have noticed this.

    Wise_Grimwald
  • Alpha115Alpha115 Member Posts: 7
    edited May 2019
    @subtledoctor Hi I’m having a weird bug were the jungle ranger never gets poison weapon. Is this normal?

    Post edited by Alpha115 on
  • Alpha115Alpha115 Member Posts: 7
    @subtledoctor also I noticed that the justifier ranger from Divine remix upon hitting level 8 gets the ability to select spells which is cool but it has 65218 1st level spell slots. Any idea how that could happen?

  • The user and all related content has been deleted.

  • ThacoBellThacoBell Member Posts: 10,596
    @Grammarsalad Got any juicy previews of new kits or kit reworks you might have going on?

  • Alpha115Alpha115 Member Posts: 7
    @Grammarsalad So I was using the Jungle ranger and they do not seem to get poison weapon power. Any idea what could be causing that?

  • [Deleted User][Deleted User] Posts: 0
    edited May 2019
    The user and all related content has been deleted.

  • Mantis37Mantis37 Member Posts: 1,072
    Ahh gotcha, the spheres documentation has it listed as a universal spell.

  • GrammarsaladGrammarsalad Member Posts: 2,524
    edited May 2019
    ThacoBell wrote: »
    @Grammarsalad Got any juicy previews of new kits or kit reworks you might have going on?

    Heh, I'm still working on the 'conservative' version, though it's mostly conceptual atm. I'm actually thinking of a few different 'versions'. I'm also thinking about different 'plug in' versions that can work with any version (e.g. 'conservative' or 'radical') in FnP.

    I'm also doing some work on the readme, finally. I just want to be sure that we don't make any major changes before I really dive in. As @Mantis37 inadvertently points out, it is difficult to create a stable document of a work-in-progress. I'm also working on spells--bug fixing and stuff. From the looks of it, it'll be fairly easy to merge that stuff with subtle's. It's mostly boring stuff, I'm afraid...Lol, looking at it, it seems that I mislabeled the conservative version as the radical version in this sample.

    I'm actually experimenting with different systems for a different mod. I'm thinking of releasing that, and, depending on how it works in practice, seeing where it can find a home in FnP. (Though, the plan it to have it be compatible with FnP's sphere system, of course!)

    I guess I can talk about that. One idea that I have, obviously based on 3.x, is the addition of 'Domain Spells'. Clerics can select particular spheres associated with their deity and/or alignment, and gain special abilities and/or spells that they can cast 1x/day as they level up. The whole thing is very much a work in progress--I only have some preliminary ideas based on the Life and Death FnP spheres. Here is a rough work up (it's in Markdown code*, so it'll display a bit weird. You can see a more 'neat' version here (it's near the end)

    The Cleric (Revised Base Class)
    CLERIC: The Cleric is an adventuring priest who does not exclusively worship a single deity, but venerates the pantheon as a whole. <PRO_HESHE> understands that no single deity can or should represent every important aspect of life. Rather, each deity has their place, their portfolios contributing to a whole that is greater than any single part. As such, these clerics are particularly versatile as they can petition different deities for spells on different occasions, though they lack the power that only a specialist can wield.

    CLASS FEATURES:
    - May wear helmets.
    - May wear any armor.
    - Domain Spells^: Each day, a cleric can select one sphere from which <PRO_HESHE> can draw spells from. The selected sphere need not be one that the cleric normally has access to. Once selected, <PRO_HESHE> will be able to cast a single spell each level <PRO_HESHE> can cast of the relevant level from that domain per day. In any given day, if <PRO_HESHE> casts a domain spell before selecting a domain, <PRO_HESHE> will have to wait for the next day select a new domain.
    – May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling).
    – May only become Proficient (one slot) in any weapon class.
    – May only become Proficient (one slot) in two weapon fighting.
    – May Specialize (two slots) in any fighting style except two weapon fighting.
    – May Turn Undead.
    – May cast priest spells.
    – Hit Die: d8

    ^Domain spells can be swapped out for Spontaneous Casting (See below).

    Prime Requisites For Dual-Classing: Wisdom

    **Domain Spells**

    Here is a list of each spell that the cleric can cast once per day for each selected sphere. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.

    **HEALING**

    | Spell Level | Spell |
    | :---: | :---: |
    | 1st | Cure Light Wounds |
    | 2nd | Cure Moderate Wounds* |
    | 3rd | Cure Medium Wounds |
    | 4th | Cure Serious Wounds |
    | 5th | Mass Cure Light Wounds* |
    | 6th | Heal |
    | 7th | Heal (x2) |

    //*spell added by this component

    **NECROMANTIC**

    | Spell Level | Spell (Good or Neutral) | Spell (Evil) |
    | :---: | :---: | :---: |
    | 1st | Disrupt Undead | Drain |
    | 2nd | Hold Undead | ? |
    | 3rd | ? | Circle of Bones |
    | 4th | Death Ward(?) | Animate Dead |
    | 5th | Death Ward x2(?) | Slay Living |
    | 6th | Recall Spirit(?) | Soul Eater |
    | 7th | Death Ward x3(?) | Finger of Death |

    * I'm learning BBC as I write this, so bare with me
    * Apparently tables don't really work on this forum :/
    * Okay, I call bs. BBC doesn't work here, so ...

    Post edited by Grammarsalad on
    ThacoBellMantis37
  • ThacoBellThacoBell Member Posts: 10,596
    So they would get domains based on alignment/deity in additon to spheres? Interesting. Would a deity that has more than one domain allow the cleric to potentially take another domain at certain level(s)?

    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,524
    ThacoBell wrote: »
    So they would get domains based on alignment/deity in additon to spheres? Interesting. Would a deity that has more than one domain allow the cleric to potentially take another domain at certain level(s)?

    As it stands, right now I am thinking that the standard cleric gets only one domain at a time. That is, they can select a domain 1x per day, and they can cast the extra spells from that domain x times. Specialty priests select two domains, but do not have that flexibility (i.e. they cannot switch which extra spells they get in a given day).

    But it's very preliminary. I'm probably going to create a number of relatively small 'plug ins' like this with different variations, and see what sticks. You see how domains could be switched out for spontaneous casting? Things like that.

    Adding domains at higher levels sounds like a good addition. I'm very open to suggestions

    ThacoBell
  • ThacoBellThacoBell Member Posts: 10,596
    That sounds similar to how clerics work in 5e. They get a domain base don their deity, and when they reach certain levels, they get another domain added from their deity's portfolio. So they get casts from their spell list, as well as domain casts.

    Grammarsalad
  • The user and all related content has been deleted.

    GrammarsaladThacoBell
  • GrammarsaladGrammarsalad Member Posts: 2,524
    I love these kinds of ideas. I'd love for FnP to be able to support all different ways of setting up divine spells - conservative or radical; 2E-style, 3E-style, or 5E-style; etc. :smiley:

    Yup. Lol, our goals align. Good thing!
    ThacoBell wrote: »
    That sounds similar to how clerics work in 5e. They get a domain base don their deity, and when they reach certain levels, they get another domain added from their deity's portfolio. So they get casts from their spell list, as well as domain casts.

    That's a good point. I'll have to check 5e for inspiration

    ThacoBell
  • ThePoeyThePoey Member Posts: 6
    Quick question for @subtledoctor; Beastmaster only has access to Cure Light Wounds in his spellbook. Is this intended functionality? (I figured it was for balancing, since the class doesn't mention access to spell sphere in the description, but wanted to double check.)

  • southfla79southfla79 Member Posts: 194
    any way to edit spells at character creation after installation? i have no third level spells to select when creating a char in SOA. Help!

  • Wise_GrimwaldWise_Grimwald Member Posts: 2,737
    I would have thought that Shadow Keeper was the solution.

  • southfla79southfla79 Member Posts: 194
    unfortunately no. Can't get past the spell creation windows to finish character creation, thus no save game to edit in eekeeper :)

  • The user and all related content has been deleted.

    Wise_Grimwald
  • southfla79southfla79 Member Posts: 194
    edited June 2019
    @subtledoctor It's the latest from your github. I"m pretty sure your mod is fine and it's something I installed after that's mucking it up, probably SCS. I didn't want to go through a new install. I'll try the DLTCEP fix when I get home from work. Fingers crossed. I want to play my spellbender.

    Edit - Unfortunately that didn't work.
    Edit2: it worked. I'm an idiot

    Post edited by southfla79 on
  • ThePoeyThePoey Member Posts: 6
    @southfla79 are you using the most up-to-date version of the mod? (I.e., at the moment, my personal betas.)

    At any rate, you'll need to use Near Infinity or DLTCEP to make this change (I think). Open up SPPR303.spl (or, really, any 3rd-level spell you like), and go to the "Exclusions" field, and make sure that both "cleric/paladin" and "druid/ranger" are NOT checked. (i.e. make sure the spell IS usable by both clerics and druids.) Then it should be available and you should be able to proceed.
    p0wnnijbre9x.png


    @ThePoey no that's not intended, and it looks like I have the same problem! The Beastmaster's proficiencies are being set correctly, but somehow the spheres aren't being applied.

    For a quick and dirty fix, if you open up both CLABRN01.2da and CLABRN04.2da, if you can see the lines granting sphere access in the former, just copy those lines and paste them into the latter file. They are the ones highlighted in blue here:
    wzdpdybfrv3i.png

    If you don't want to start a new game and you are level 1, you can add "**** " between the 1st and 2nd columns (after the all-caps "SPHERES") in each line. Then you can keep playing and you'll get your spells when you hit 2nd level.

    Meanwhile I'll try to figure out why it isn't working for that one kit.

    Ah, thank you so much, I'll give this a try and see if it works!

    Similiary, I'm having a problem with Anomen in BG2 not getting any spells. I saw an earlier mention of this in the thread, and tried some of the fixes mention, but none seemed to work. Giving him the priest of helm kit via ee keeper doesn't seem to do it, so not sure what to do. Was there another fix for this that I missed. Thanks again!

  • The user and all related content has been deleted.

  • ThePoeyThePoey Member Posts: 6
    ThePoey wrote: »
    @southfla79 are you using the most up-to-date version of the mod? (I.e., at the moment, my personal betas.)

    At any rate, you'll need to use Near Infinity or DLTCEP to make this change (I think). Open up SPPR303.spl (or, really, any 3rd-level spell you like), and go to the "Exclusions" field, and make sure that both "cleric/paladin" and "druid/ranger" are NOT checked. (i.e. make sure the spell IS usable by both clerics and druids.) Then it should be available and you should be able to proceed.
    p0wnnijbre9x.png


    @ThePoey no that's not intended, and it looks like I have the same problem! The Beastmaster's proficiencies are being set correctly, but somehow the spheres aren't being applied.

    For a quick and dirty fix, if you open up both CLABRN01.2da and CLABRN04.2da, if you can see the lines granting sphere access in the former, just copy those lines and paste them into the latter file. They are the ones highlighted in blue here:
    wzdpdybfrv3i.png

    If you don't want to start a new game and you are level 1, you can add "**** " between the 1st and 2nd columns (after the all-caps "SPHERES") in each line. Then you can keep playing and you'll get your spells when you hit 2nd level.

    Meanwhile I'll try to figure out why it isn't working for that one kit.

    Ah, thank you so much, I'll give this a try and see if it works!

    Similiary, I'm having a problem with Anomen in BG2 not getting any spells. I saw an earlier mention of this in the thread, and tried some of the fixes mention, but none seemed to work. Giving him the priest of helm kit via ee keeper doesn't seem to do it, so not sure what to do. Was there another fix for this that I missed. Thanks again!

    Anomen should already have the Helm kit; I'll check the NPC kit-assignment code. Meantime, with EEKeeper you need to give hime the kit AND drop him to level 0 (which I gather is a thing EEKeeper can do).

    Alternatively, install NPC_EE, load a save from before you entered the tavern where Anomen is, and he can select the Helm kit and get spells when he joins. If it's too much to load a save from before encountering him, then load a save with him in the party and use the console to give him the "d5_sckt" spell. (You'll have to look up how to use the console, sorry.) You can uninstall NPC_EE afterward if you want.

    Just wanted to reply thank you, the Anomen fixed totally worked.

    For anyone else that has this problem, it's a little tricky with EE Keeper, as there are 3 "level" spots to reduce; reducing the last one to 0 is what seemed to fix it, but I had to play with a few times. There was this weird problem where he kept dying as soon as he leveled up! But it eventually worked.

    Haven't tried the Beastmaster thing yet but I'll let you know!

  • [Deleted User][Deleted User] Posts: 0
    edited June 2019
    The user and all related content has been deleted.

    Post edited by [Deleted User] on
    ThacoBellGrammarsalad
  • ThacoBellThacoBell Member Posts: 10,596
    Having a passive that weakens undead sounds great to me! Maybe still have it explode them if the undead are low enough level? Like, at the point where fighting them wouldn't be a challenge anyway. Less an exploit, more a way to breeze through a weak encounter.

    I'd buffing weak undead is a good idea. But maybe don't buff high level undead? Vamps, mummies, lichs, etc. are all already difficult and annoying. Zombies, ghouls, and whatnot could definitely be stronger.

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