Also, I confirmed Jaheira as a pure Fighter/Druid in level1npcs and she could put only 1 pip in each weapon. On the other hand, she could put those pips in any weapon at all. This is a relatively heavyily modded install, but I am not sure what could interfere with it. I *think* I had simmilar issues with Fighter/Clerics.
As my computer went down when installing A7-TextureConvert most likely all installation is now corrupted and I will have to start again, so if you wish me to check something I am at your service.
@subtledoctor Okay so I am thinking in the back of my mind to in the future make a version of this for a series of big Original Baldur's Gate content patchs / micro expansions for I really enjoy the module; it just needs tweaking.
Would this be okay to develop and roll into another module (with credit given)? I am rolling my modules in one big one piece by piece and It is kind of all or nothing; for the game content and gameplay is dependent on the magic system.
I am not planning doing it right now just I want to get the ball rolling now for later on plans and test the waters for such an idea.
L1NPC recognizes FnP kits (at least some) - I made Viconia the Night Cloak of Shar which is basically most of my motivation. I picked also Jaheira to see what kind of kits were introduced by your mod. It might be that now Fighter/Druid is effectively unused and I assigned her a 'dead' class? I don't think I saw however the Silvanus Mystic under Fighter/Cleric when looking for a kit for Yeslick.
On another note, regarding the kit limit - you already do so much hacking by applying scripts during the game, wouldn't it be possible in principle to implement pseudo kits in a way simmilar to your NPCEE - when the game starts, not during character generation? With a sphere system one can't really compare the kits like the Bioware originals anyway. A simple 'pick your Deity' dialog, could be even made without losing immersion by 'praying to your patron before venturing forth'. But what do I know, I am a squirrel.
That's why I mentionned pseudo-kits. You have whatever is the closest class/kit that is, and just at the start of the game - either automatically or through a 'prayer' - run a script that modifies your spell list and perhaps displayed kit name/description if possible. I am a noob to modding, I have no idea what is involved, but you've shown that modifying the spellbook at least is possible during the game, so cleric or mage kits which have no stats changes or some specific penalties wouldn't be much different, would they? Especially if one's goal would be to create a 'complete' list, many would likely be similar, I presume (i know nothing of DnD aside from video games, so again I have no idea what I'm speaking about).
A side question - should I expect problems with mods that modify the spell slot tables (such as IWD Paladin and Ranger spell progression), or is it something you don't touch at all?
V @spelldoctor - yeah, I realised it as you were typing, really sorry for distracting you, I am an idiot.
1) We will have almost unlimited options for changing how 'turn undead' works once eeex is out in the wild (ie is usable in mac at least). Just about Everything is on the table, so we can really have fun with it. I completely agree that the fear like effect is lame.
But, absolutely @ThacoBell , destroying low level undead automatically for high level priests will not be a problem. Personally, I really enjoy chunking them in mass. We can have as many variants as we like (maybe a version or 6 that chunks and others that don't).
We will even be able to implement limitations on turning. Turning (or extended turning) might fatigue the priest for a limited time or it could even cause them damage. We could disable turning for a period after pressing the button to simulate limiting it by day (or tie it to a special ability that limits it in the normal way).
Even now we can do this...Thinking about it, we can even make the priest turn over a period of time while idle, but this involves scripting--I'm already doing something with sneak for a couple of spells I'll be releasing with the next version of fnp (etc.)
Specific ideas:
Deity specific turning:
- Akadi: control air elementals (and 'turn' others, whatever that might turn out to mean). Also, as they level up they can do 'air' relayed related things to allies and enemies. Similar for all elemental gods. Kossuth, for example, might protect the priest via fire shield while turning.
- Bane: protect allies from fear and/or cause fear in ones (non undead) enemies. Or turning can induce a curse like effect for nearby enemies (i.e. the reverse of the bless spell) or a doom like effect. Cloak of fear effect on the priest is also appropriate.
- Lathander: direct damage to nearby undead. Slow and even paralysis as undead freeze in a kind of fear from the gaze of the morninglord. Also, slow seems like a worthy 'standard' turn effect.
- Shar: turning could act as a hide in shadows (we could add a his/ms progression. At higher levels maybe even nearby allies could be hidden. Thiefs could get a bonus to his, etc. This could also be appropriate for mask.
- Talos: lightning shield, call lightening effects. That sort of thing.
2) I love this but I'm wondering if it should happenin a different mod. I've played on and off with the idea of doing a "creature revisions" mod but it seemed a bit insane to add another huge project...
but then again, what is sanity, really?
The whole TU function could be interpreted as a Chant that happens to affect undead when done by certain clerics, but could do plenty of other things as well: Turn Evil, Turn Law, Turn demons, Turn elementals, Turn unnatural, actual Chant (as in the spell), general Domination, Aura of despair, Regeneration, Luck, etc. Since its not that diferent from the bard song, the lines between the two can already be blurred, clerics and shamans could be like bards only divine spellcasters, with plenty of diferent functions to their chant and dance abilities.
You then assemble a concert of death: Bards play, clerics chant, shamans dance, everybody dies
It would allow 256 kit designed for the player, to be chosen from the CharGen menus, and something like 65,000 possible kits designed for NPCs and to be otherwise available (like perhaps, from a kit-choice dialogue).
The 256 limit applies to CLAB files, not CharGen.
Kits occupying slots 256+ must either be Multiclass kits (which default to base class CLAB files anyway) or one of the 10 hardcoded kits (Wildmage, Barbarian, Specialists).
What you said sounds so simple I am tempted to actually try as an intro to kits (BTW, I already slightly modified your kitlist equalizer if you haven't seen). Not sure I understood implications of kjeron's comments, though. One issue I see is how to import a save with such a character to the next game - could such a mod hijack a fragment of CRE file to carry a number identifying an acquired pseudo-kit that an installed mod can recognize when the game starts? Four bytes would guarantee that anyone could get as many identifiers as they wanted.
From a practical perspective though, the worst potential offenders are the divine casters - implementing most of 'Cultist of the God of Hangovers' not as kits but as scripts would likely free more slots than most sane people would need, at least on the current modding scene. I loved how classes where implemented in PST from the RP perspective. I would not advocate getting rid of classes/kits on chargen, but an option for specializations which could be acquired as part of the plot at higher levels would be awesome. If some sort of helper library was provided, modders could be encouraged to implement their changes in this manner rather than through standard kits where it makes sense. If there technical difficulties weren't too steep, there would be a good incentive in It as it would provide a fresh experience for the player. It never made sense for me that one can start as a level 1 assassin, for example. Seems like a job that actually needs some qualifications...
None of which is actually pertinent to FnP, but I got a warm feeling inside when thinking about it, making it a desirable goal in itself rather than a hacked solution to a problem. Sorry for deranging the thread, though
and thanks for finally making Viconia a Darkcloak and Tiax something something of Cyric.
More on topic I would like to repeat the question how your mod works with mods which alter spell progressions, in particular the iwd paladin and ranger tweaks. Hard to test on a new game for me.
@subtledoctor Cheers. Parsing errors say something like "D5 Fighter kit not found" etc. All good - I'll keep using the 0.75 for now as it's working well.
Getting it on clean install, but the debug file shows this -
[trigger list near line 11, column 2 of d5/cechall+.d] PARSE WARNING at line 15 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 11, column 2 of d5/cechall+.d] PARSE WARNING at line 16 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 11, column 2 of d5/cechall+.d] PARSE WARNING at line 17 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 11, column 2 of d5/cechall+.d] PARSE WARNING at line 18 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 27, column 2 of d5/cechall+.d] PARSE WARNING at line 31 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 27, column 2 of d5/cechall+.d] PARSE WARNING at line 32 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 27, column 2 of d5/cechall+.d] PARSE WARNING at line 33 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 27, column 2 of d5/cechall+.d] PARSE WARNING at line 34 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 38, column 2 of d5/cechall+.d] PARSE WARNING at line 41 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 38, column 2 of d5/cechall+.d] PARSE WARNING at line 42 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 38, column 2 of d5/cechall+.d] PARSE WARNING at line 43 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 38, column 2 of d5/cechall+.d] PARSE WARNING at line 44 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
Processing 1 dialogues/scripts ...
BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\DIALOG.BIF]
BIFF may be in hard-drive CD-path [.\cache\DATA\DIALOG.BIF]
[.\DATA\DIALOG.BIF] 4228660 bytes, 2235 files, 0 tilesets
[CECHALLE.DLG] loaded
[CECHALLE.DLG] saved 17 states, 27 trans, 3 strig, 12 ttrig, 14 actions
Compiling 1 dialogue file ...
[trigger list near line 10, column 2 of d5/cefaldo+.d] PARSE WARNING at line 13 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 10, column 2 of d5/cefaldo+.d] PARSE WARNING at line 14 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 10, column 2 of d5/cefaldo+.d] PARSE WARNING at line 15 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 10, column 2 of d5/cefaldo+.d] PARSE WARNING at line 16 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 21, column 2 of d5/cefaldo+.d] PARSE WARNING at line 26 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 21, column 2 of d5/cefaldo+.d] PARSE WARNING at line 27 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 21, column 2 of d5/cefaldo+.d] PARSE WARNING at line 28 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 21, column 2 of d5/cefaldo+.d] PARSE WARNING at line 29 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 32, column 2 of d5/cefaldo+.d] PARSE WARNING at line 37 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 32, column 2 of d5/cefaldo+.d] PARSE WARNING at line 38 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 32, column 2 of d5/cefaldo+.d] PARSE WARNING at line 39 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 32, column 2 of d5/cefaldo+.d] PARSE WARNING at line 40 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 43, column 2 of d5/cefaldo+.d] PARSE WARNING at line 48 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 43, column 2 of d5/cefaldo+.d] PARSE WARNING at line 49 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 43, column 2 of d5/cefaldo+.d] PARSE WARNING at line 50 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 43, column 2 of d5/cefaldo+.d] PARSE WARNING at line 51 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 54, column 2 of d5/cefaldo+.d] PARSE WARNING at line 59 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 54, column 2 of d5/cefaldo+.d] PARSE WARNING at line 60 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 54, column 2 of d5/cefaldo+.d] PARSE WARNING at line 61 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 54, column 2 of d5/cefaldo+.d] PARSE WARNING at line 62 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 65, column 2 of d5/cefaldo+.d] PARSE WARNING at line 70 column 8-35
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[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 65, column 2 of d5/cefaldo+.d] PARSE WARNING at line 71 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 65, column 2 of d5/cefaldo+.d] PARSE WARNING at line 72 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 65, column 2 of d5/cefaldo+.d] PARSE WARNING at line 73 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 75, column 2 of d5/cefaldo+.d] PARSE WARNING at line 76 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 75, column 2 of d5/cefaldo+.d] PARSE WARNING at line 77 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 75, column 2 of d5/cefaldo+.d] PARSE WARNING at line 78 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 75, column 2 of d5/cefaldo+.d] PARSE WARNING at line 79 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
Processing 1 dialogues/scripts ...
[CEFALDOR.DLG] loaded
[CEFALDOR.DLG] saved 27 states, 48 trans, 3 strig, 23 ttrig, 21 actions
Compiling 1 dialogue file ...
[trigger list near line 10, column 2 of d5/druidad+.d] PARSE WARNING at line 13 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 10, column 2 of d5/druidad+.d] PARSE WARNING at line 14 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 10, column 2 of d5/druidad+.d] PARSE WARNING at line 15 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 10, column 2 of d5/druidad+.d] PARSE WARNING at line 16 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 21, column 2 of d5/druidad+.d] PARSE WARNING at line 24 column 8-35
Near Text: )
[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 21, column 2 of d5/druidad+.d] PARSE WARNING at line 25 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 21, column 2 of d5/druidad+.d] PARSE WARNING at line 26 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 21, column 2 of d5/druidad+.d] PARSE WARNING at line 27 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 31, column 2 of d5/druidad+.d] PARSE WARNING at line 35 column 8-35
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[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 31, column 2 of d5/druidad+.d] PARSE WARNING at line 36 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 31, column 2 of d5/druidad+.d] PARSE WARNING at line 37 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 31, column 2 of d5/druidad+.d] PARSE WARNING at line 38 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 41, column 2 of d5/druidad+.d] PARSE WARNING at line 45 column 8-35
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[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 41, column 2 of d5/druidad+.d] PARSE WARNING at line 46 column 8-34
Near Text: )
[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 41, column 2 of d5/druidad+.d] PARSE WARNING at line 47 column 8-33
Near Text: )
[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 41, column 2 of d5/druidad+.d] PARSE WARNING at line 48 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 51, column 2 of d5/druidad+.d] PARSE WARNING at line 55 column 8-35
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[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 51, column 2 of d5/druidad+.d] PARSE WARNING at line 56 column 8-34
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[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 51, column 2 of d5/druidad+.d] PARSE WARNING at line 57 column 8-33
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[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 51, column 2 of d5/druidad+.d] PARSE WARNING at line 58 column 8-32
Near Text: )
[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 61, column 2 of d5/druidad+.d] PARSE WARNING at line 65 column 8-35
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[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 61, column 2 of d5/druidad+.d] PARSE WARNING at line 66 column 8-34
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[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 61, column 2 of d5/druidad+.d] PARSE WARNING at line 67 column 8-33
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[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 61, column 2 of d5/druidad+.d] PARSE WARNING at line 68 column 8-32
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[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
[trigger list near line 71, column 2 of d5/druidad+.d] PARSE WARNING at line 75 column 8-35
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[Kit] argument [D5_DR_FIGHTER] not found in [KIT.IDS]
[trigger list near line 71, column 2 of d5/druidad+.d] PARSE WARNING at line 76 column 8-34
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[Kit] argument [D5_DR_RANGER] not found in [KIT.IDS]
[trigger list near line 71, column 2 of d5/druidad+.d] PARSE WARNING at line 77 column 8-33
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[Kit] argument [D5_DR_THIEF] not found in [KIT.IDS]
[trigger list near line 71, column 2 of d5/druidad+.d] PARSE WARNING at line 78 column 8-32
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[Kit] argument [D5_DR_MAGE] not found in [KIT.IDS]
Processing 1 dialogues/scripts ...
[DRUIDAD.DLG] loaded
[DRUIDAD.DLG] saved 19 states, 36 trans, 2 strig, 19 ttrig, 2 actions
Copying and patching 1 file ...
Copied [clastext.2da] to [override/clastext.2da]
Copying and patching 1 file ...
BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\EE.BIF]
BIFF may be in hard-drive CD-path [.\cache\DATA\EE.BIF]
[.\DATA\EE.BIF] 24033252 bytes, 208 files, 1 tilesets
Copied [clsrcreq.2da] to [override/clsrcreq.2da]
Copying and patching 1 file ...
[./override/clastext.2da] loaded, 14271 bytes
Copied [clastext.2da] to [override/clastext.2da]
Copying and patching 1 file ...
Copied [xplevel.2da] to [override/xplevel.2da]
Copying and patching 1 file ...
BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\25DEFLT.BIF]
BIFF may be in hard-drive CD-path [.\cache\DATA\25DEFLT.BIF]
[.\DATA\25DEFLT.BIF] 2926488 bytes, 163 files, 0 tilesets
Copied [lunumab.2da] to [override/lunumab.2da]
Copying 1 file ...
Copied [mxsplprs.2da] to [override/mxspldru.2da]
Copying 1 file ...
[faiths_and_powers/spheres/mxsplpal.2da] loaded, 1180 bytes
Copied [faiths_and_powers/spheres/mxsplpal.2da] to [override/mxsplpal.2da]
Copying 1 file ...
[faiths_and_powers/spheres/mxsplran.2da] loaded, 1032 bytes
Copied [faiths_and_powers/spheres/mxsplran.2da] to [override/mxsplran.2da]
Running CREATE_SEQUENCER_MENU version#: 0.%version%
Appending to files ...
BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\PATCH2.BIF]
BIFF may be in hard-drive CD-path [.\cache\DATA\PATCH2.BIF]
[.\DATA\PATCH2.BIF] 38454360 bytes, 1005 files, 0 tilesets
Appended text to [BGEE.LUA]
Copying and patching 1 file ...
Copied [UI.MENU] to [override/UI.MENU]
Copying and patching 1 file ...
Copied [.../inlined.bam] to [override\M_SQMENU.BAM]
Trying to clean install the latest 0.77sd10 version in BG2EE via Weidu installer, full default installation, ini untouched, the installation ends with the following message:
Installed with warnings Select an installation method below: -> install everything (as designated in settings.ini)
Which i guess isn't an issue, but then when trying to boot the game I get an error:
[String "BGEE.lua"]:4080: attempt to index global 'mageBookStrings' (a nil value)
The line in question at the override/BGEE.lua file reads:
The game starts anyway. I have been testing some fresh characters in ToB to check the spells. Many spells lack an icon in the scroll menu, some still do even in the casting bar UI. So far, all of them work anyways except snowball swarm EDIT: and Icelance, which crash the game.
Any ideas on how to fix this?
Edit 2: Shadow step, Shadow monsters and Summon shades crash the game. Was tested with an Ur priest. May be a problem with the spheres, given the relation between the spells.
I can reproduce this. Some problems with the new spells. My understanding is, Grammarsalad has been working on them, so I won't worry about this for now. I didn't notice this because I install IWDification's spell packs before FnP. I suggest you do the same. (Actually, these days it might be advisable to install the IWD spells from SCS instead - the procedure is: install SCS IWD Spells, then quit; install FnP and whatever else usually goes before SCS; then install the rest of SCS.)
Are those compatible with SR? or even SR revised? I actually like what they have done with most of the spells, though some of them still need work. I would like to run them toghether if posible.
I wanted to install F&P sphere system and new kits in EET, however I noticed that it changed Jaheira to fighter/cleric with some weird fighter/druid multiclass kit. Why this? I understand that for her to work with the sphere system she needed to have a druid kit, but why not just give her one of the available druid kits?
Is there a way to change that? Even if it involves editing the mod a bit, I don't mind, I just want to know what I have to edit ^^
snowball swarm EDIT: and Icelance, which crash the game.
Edit 2: Shadow step, Shadow monsters and Summon shades crash the game. Was tested with an Ur priest. May be a problem with the spheres, given the relation between the spells.
I can reproduce this. Some problems with the new spells. My understanding is, Grammarsalad has been working on them, so I won't worry about this for now. I didn't notice this because I install IWDification's spell packs before FnP. I suggest you do the same. (Actually, these days it might be advisable to install the IWD spells from SCS instead - the procedure is: install SCS IWD Spells, then quit; install FnP and whatever else usually goes before SCS; then install the rest of SCS.)
Yeah, time to incorporate the spell fixes into the main build. I'll do that this weekend if not sooner
to install F&P sphere system and new kits in EET, however I noticed that it changed Jaheira to fighter/cleric with some weird fighter/druid multiclass kit.
Nothing weird about it. She's a fighter/priest in the vanilla game - specifically, a fighter/druid. She's a fighter/priest in FnP, with the "fighter/druid" kit. This shares all the kit abilities of the "forest druid" druid kit. The only difference is in the UI, she loses a quickspell button to an unusable turn undead button.
The reason is, the. snilla gane only has a single paltry druid multiclass: the fighter/druid. By making multiclass druids into priest kits, we can have a thief/druid, a mage/druid, and a ranger/druid. Giving the fighter/druid the same treatment isn't strictly necessary, but makes them more consistent as far as the UI and their place in the menus.
tl;dr: it works the same. If it's broken, let us know how; if it's not broken, then what need to fix it?
It doesn't look broken, but I worry that such a "fake druid" won't be able to duel Faldorn in the druid grove or claim it as her stronghold if it's the PC. Is that the case?
Snowball Swarm is a 2nd-level spell. (Unless you get focus access to the sphere of Water, like an Arctic Druid.)
But, note to self and @Grammarsalad, we should probably make it a 3rd-level spell.
It's not on par with Fireball, but it's power level certainly fits better in IWDEE than in BGEE, considering other spell differences and creature resistances.
If you change it to level 3, you may as well buff it to be a cold clone of Fireball.
If you leave it at level 2, you could reduce the base damage/aoe:
1d3 / level up to L8 (6, 8, 10, 12, 14, 16 ave.). 256 radius (default)
1d8 / 3 levels up to L9 (4.5, 9, 13.5 ave.). 196 radius (~3/4)
1d6 / 3 levels up to L9 (3.5, 7, 10.5 ave). 160 radius (~2/3)
1d4 / 3 levels up to L9 (2.5, 5, 7.5 ave). 128 radius (~1/2)
What kind of equipment restrictions does the Beast Lord kit have? The description doesn't state any, but they can't wear any armour or helmets - is that intentional?
Also, when changing Cernd's kit to Beast Lord, his spell selection is very limited - I'm guessing his spell list doesn't update?
Comments
As my computer went down when installing A7-TextureConvert most likely all installation is now corrupted and I will have to start again, so if you wish me to check something I am at your service.
Would this be okay to develop and roll into another module (with credit given)? I am rolling my modules in one big one piece by piece and It is kind of all or nothing; for the game content and gameplay is dependent on the magic system.
I am not planning doing it right now just I want to get the ball rolling now for later on plans and test the waters for such an idea.
On another note, regarding the kit limit - you already do so much hacking by applying scripts during the game, wouldn't it be possible in principle to implement pseudo kits in a way simmilar to your NPCEE - when the game starts, not during character generation? With a sphere system one can't really compare the kits like the Bioware originals anyway. A simple 'pick your Deity' dialog, could be even made without losing immersion by 'praying to your patron before venturing forth'. But what do I know, I am a squirrel.
A side question - should I expect problems with mods that modify the spell slot tables (such as IWD Paladin and Ranger spell progression), or is it something you don't touch at all?
V @spelldoctor - yeah, I realised it as you were typing, really sorry for distracting you, I am an idiot.
The whole TU function could be interpreted as a Chant that happens to affect undead when done by certain clerics, but could do plenty of other things as well: Turn Evil, Turn Law, Turn demons, Turn elementals, Turn unnatural, actual Chant (as in the spell), general Domination, Aura of despair, Regeneration, Luck, etc. Since its not that diferent from the bard song, the lines between the two can already be blurred, clerics and shamans could be like bards only divine spellcasters, with plenty of diferent functions to their chant and dance abilities.
You then assemble a concert of death: Bards play, clerics chant, shamans dance, everybody dies
Kits occupying slots 256+ must either be Multiclass kits (which default to base class CLAB files anyway) or one of the 10 hardcoded kits (Wildmage, Barbarian, Specialists).
From a practical perspective though, the worst potential offenders are the divine casters - implementing most of 'Cultist of the God of Hangovers' not as kits but as scripts would likely free more slots than most sane people would need, at least on the current modding scene. I loved how classes where implemented in PST from the RP perspective. I would not advocate getting rid of classes/kits on chargen, but an option for specializations which could be acquired as part of the plot at higher levels would be awesome. If some sort of helper library was provided, modders could be encouraged to implement their changes in this manner rather than through standard kits where it makes sense. If there technical difficulties weren't too steep, there would be a good incentive in It as it would provide a fresh experience for the player. It never made sense for me that one can start as a level 1 assassin, for example. Seems like a job that actually needs some qualifications...
None of which is actually pertinent to FnP, but I got a warm feeling inside when thinking about it, making it a desirable goal in itself rather than a hacked solution to a problem. Sorry for deranging the thread, though
and thanks for finally making Viconia a Darkcloak and Tiax something something of Cyric.
More on topic I would like to repeat the question how your mod works with mods which alter spell progressions, in particular the iwd paladin and ranger tweaks. Hard to test on a new game for me.
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BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\DIALOG.BIF]
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[DRUIDAD.DLG] loaded
[DRUIDAD.DLG] saved 19 states, 36 trans, 2 strig, 19 ttrig, 2 actions
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BIFF may be in hard-drive CD-path [.\lang\en_us\DATA\EE.BIF]
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[.\DATA\EE.BIF] 24033252 bytes, 208 files, 1 tilesets
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Running CREATE_SEQUENCER_MENU version#: 0.%version%
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Installed with warnings Select an installation method below: -> install everything (as designated in settings.ini)
Which i guess isn't an issue, but then when trying to boot the game I get an error:
[String "BGEE.lua"]:4080: attempt to index global 'mageBookStrings' (a nil value)
The line in question at the override/BGEE.lua file reads:
mageBookStrings = {tip = 103234, title = 'D5MSHAM_SEQUENCER_TITLE', action = "D5MSHAM_SEQUENCER_LABEL"}
The game starts anyway. I have been testing some fresh characters in ToB to check the spells. Many spells lack an icon in the scroll menu, some still do even in the casting bar UI. So far, all of them work anyways except snowball swarm EDIT: and Icelance, which crash the game.
Any ideas on how to fix this?
Edit 2: Shadow step, Shadow monsters and Summon shades crash the game. Was tested with an Ur priest. May be a problem with the spheres, given the relation between the spells.
Let me check on that. I'm comming back from a year+ long hiatus and never quite got on top of the update bussines, just loaded my old backup files.
Are those compatible with SR? or even SR revised? I actually like what they have done with most of the spells, though some of them still need work. I would like to run them toghether if posible.
I wanted to install F&P sphere system and new kits in EET, however I noticed that it changed Jaheira to fighter/cleric with some weird fighter/druid multiclass kit. Why this? I understand that for her to work with the sphere system she needed to have a druid kit, but why not just give her one of the available druid kits?
Is there a way to change that? Even if it involves editing the mod a bit, I don't mind, I just want to know what I have to edit ^^
Thanks!
Yeah, time to incorporate the spell fixes into the main build. I'll do that this weekend if not sooner
It doesn't look broken, but I worry that such a "fake druid" won't be able to duel Faldorn in the druid grove or claim it as her stronghold if it's the PC. Is that the case?
Just to say : snowball storm, lvl1 spell, makes the game break
If you change it to level 3, you may as well buff it to be a cold clone of Fireball.
If you leave it at level 2, you could reduce the base damage/aoe:
1d3 / level up to L8 (6, 8, 10, 12, 14, 16 ave.). 256 radius (default)
1d8 / 3 levels up to L9 (4.5, 9, 13.5 ave.). 196 radius (~3/4)
1d6 / 3 levels up to L9 (3.5, 7, 10.5 ave). 160 radius (~2/3)
1d4 / 3 levels up to L9 (2.5, 5, 7.5 ave). 128 radius (~1/2)
Anyway, right the game crashes everytime I try to cast it so....not uding it
Also, when changing Cernd's kit to Beast Lord, his spell selection is very limited - I'm guessing his spell list doesn't update?