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

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Comments

  • GawainBSGawainBS Member Posts: 512
    Cool. Very nice touch. I like fluff and crunch backing each other in RPGs...

    ThacoBellsubtledoctor
  • IvanKaramazovIvanKaramazov Member Posts: 14
    Regarding the BOOK09.itm error causing the FnP Sphere system to fail to install, I just messed around a bit and it's definitely an issue for IWDEE, both BGEE games install it just fine.

  • subtledoctorsubtledoctor Member Posts: 11,468
    edited November 2019
    Incidentally I’ve been turning the second post in this thread into something like a light readme. So if you’re not totally on top of all of the developments here (which would be perfectly natural), you can read about the state of things there. It’s got most of the basic information about the mod, I just need to do the last section about the optional weapon/armor usability and proficiency changes.

    Djinnstargazerb
  • subtledoctorsubtledoctor Member Posts: 11,468
    edited November 2019
    Thinking out loud:

    1) Now that the multiclass shaman works, it means I can probably get the Incarnate/Arcane Soul kit(s) working too.

    2) I suppose if the mod has a druid/mage, there's nothing in the way of a druid/sorcerer... is that something people would like?

    3) Which means, in turn, there's really nothing stopping us from making a sorcerer/shaman. Although... hm. Weird stuff might happen in the spells button if two instances of the spontaneous casting system operated simultaneously. Like, the arcane and divine spells might keep switching places when you press the button, depending on the last spell you cast. That might be annoying.

    EDIT - I just got a craaazy idea. If you like sorcerers, FnP is about to become your favorite mod. Stay tuned.

    Post edited by subtledoctor on
    ArthasDjinnWise_Grimwald
  • ArthasArthas Member Posts: 1,091
    I m all for option 1 and 2. I would forget about three simply because I like my game to be void of these issues

    Wise_Grimwald
  • MythalarMythalar Member Posts: 68
    Druid sorcerer might get a geomancer feeling which I think would be nice!

    Djinn
  • ThacoBellThacoBell Member Posts: 10,061
    Ranger/Shaman? Yes please!

    subtledoctor
  • subtledoctorsubtledoctor Member Posts: 11,468
    edited November 2019
    ThacoBell wrote: »
    Ranger/Shaman? Yes please!

    Just be aware, it basically works like a ranger/cleric: as the cleric spellcasting subsumes the ranger spellcasting, so does the shaman casting do as well. So you don’t get a few Vancian spell slots for the ranger side... you only get shaman casting. This is unavoidable.

    ThacoBellWise_Grimwald
  • ThacoBellThacoBell Member Posts: 10,061
    That's fine. Ranger spell slots are almost a non-thing anyway.

    StummvonBordwehr
  • subtledoctorsubtledoctor Member Posts: 11,468
    edited November 2019
    I'm making the Magic Fang and Animal Growth spells, and running up against some interesting implications. If both are cast (as I have them coded right now) the affected animals will receive a 5-point bonus to hit and damage, a 2-point bonus to AC and saving throws, and +50% extra hit points. Those are fairly massive bonuses. Now, let's consider the possible recipients of these bonuses:

    - all summoned animals (dogs, wolves, dire wolves, bears, etc. - what was originally envisioned)

    But also...
    - summoned beetles (bombardier, boring beetles... and maybe we'll make a "summon rhino beetle" spell!)
    - wizards' summoned spiders? (I think not... they are considered "monsters")
    - totemic druid spirit animals
    - shaman animal spirits
    - cerebus the celestial dog
    - moose, panther, bear, and everything else subject to rangers' and druids' Charm Animal
    - wizards' familiars! (cat, rabbit, and ferret anyway)
    - hordes of bunnies from the Wish spell and Meistersinger ability!
    - Wilson (!!!)
    - EDIT - someone polymorphed into a rat form
    - EDIT - and now that I think about it, all of the new FnP druid shapeshift forms!

    I'm open to suggestions on whether/how to limit this. My first instinct is, don't let it affect Wilson - he already "grows" as you gain levels and IIRC he already gets enchantment bonuses on his claws. (Right?)

    Also, I think the various spirit animals aren't really animals, but spirits. So I would exempt them as well.

    As I said above I think spiders should not be affected, because they are already unnatural, giant versions of an animal. (Though I'm not sure about those little spiders you sometimes see, e.g. under the Athkatla cemetery. If there was a spell that summoned a little horde of little spiders (hmm... :hushed: ) then I could see them being subject to this.)

    Familiars I'm okay with. It could be a cool way to get your familiar into, and through, a battle.

    The Wish horde of bunnies is fair game, I think. Though the Meistersinger version presents balance issues, it could make the Meistersinger immensely powerful. (Maybe?)

    Post edited by subtledoctor on
    ThacoBellIllustair
  • subtledoctorsubtledoctor Member Posts: 11,468
    edited November 2019
    GawainBS wrote: »
    Who is Wilson?

    Err, if you don't know then don't worry about it.

    (Is that a spoiler? Did I spoil something? I never played that bit, so I actually don't know. If it's secret, it's at least ~3 years old, right? I mean there's a public mod on another subforum that discusses it at great length...)

    Wise_GrimwaldIllustair
  • subtledoctorsubtledoctor Member Posts: 11,468
    edited November 2019
    Cool:
    96vow3tyt6bq.png

    One thing is bothering me, though. This works in conjunction with the multiclass sorcerers from Tome & Blood. But Tome & Blood has to be installed first, with no knowledge of FnP. So TnB installs a "Sorcerer/Cleric" kit... which is cool and all, but it sticks out like a sore thumb in a mod like this, which steers clerics toward specific deities and which disables the generic cleric.

    So, I think it's best to actually disable the sorcerer/cleric when FnP_Multiclass is installed. If you were hoping to play a sorcerer/cleric with this mod installed, sorry. It has to go.

    In its place, though, I have added twelve distinct sorcerer/cleric kits, which are also FnP kits attached to specific deities.
    zzty8h68nh67.png

    :mrgreen:

    I still have to work out some kinks. (Including some bugs that mar the current release, which have nothing to do with sorcerers.) But this will be live soon.

    ThacoBellstargazerb
  • GawainBSGawainBS Member Posts: 512
    @subtledoctor You had a mod that allwed us to assign (new) classes and kits to NPCs. Does it work with mid-added NPCs too? Also, what was the name?

  • GawainBSGawainBS Member Posts: 512
    Yes! But does it work for mod-added NPCs? Or should we use Infinity Explorer for that?

  • southfla79southfla79 Member Posts: 194
    I'm pretty sure it picks up most if not all mod npcs.

  • ariakas2ariakas2 Member Posts: 78
    edited November 2019
    Thanks for updates. I couldn't install v78sd8. I chose more traditional sphere system. It gives error when installing druid kits. It gives the same error when installing with FnP kits too.

    Post edited by ariakas2 on
  • subtledoctorsubtledoctor Member Posts: 11,468
    ariakas2 wrote: »
    I couldn't install v78sd8. I chose more traditional sphere system. It gives error when installing druid kits. It gives the same error when installing with FnP kits too.

    This was a tricky one. Making everything so modular makes for dozens of permutations to test, and fixing something in one permutation results in changes to another... etc. But I nailed it down, all should be fixed in version 78sd8.1.

  • ThacoBellThacoBell Member Posts: 10,061
    @subtledoctor Is it intentional that the Barbarian Shaman gets access to swords, but Ranger/Shaman doesn't?

  • ThacoBellThacoBell Member Posts: 10,061
    @subtledoctor @Grammarsalad Aerie seems to a generic "cleric/mage" on my current install. No deity or kit. So she's getting only the placeholder spells.

  • ariakas2ariakas2 Member Posts: 78
    edited November 2019
    This was a tricky one. Making everything so modular makes for dozens of permutations to test, and fixing something in one permutation results in changes to another... etc. But I nailed it down, all should be fixed in version 78sd8.1.

    Fantastic work. I have installed ScS with Iwd spells, Spell Revisions, IRevisions, F&P, Might and Guile and Scales of Balance. I am playing with Northern Druid solo in Bg2, it is so much better experience than vanilla. I have found some bugs and have some suggestions about gameplay.

    Animals Eye spell - This looks like a cool druid spell. Especially when soloing. But the helpless status continues even the scouting animal is killed. Then the mobs find my place and kill me. I think this is a scs behaviour. It would be much better if the "helpless" status ends when the animal is killed. I don't know if it can be implemented though

    Ancestral Spirit - This hla has very short duration. It can be tweaked to round/level like simulacrum. It just disappears after couple rounds.

    I installed more traditional sphere system with F&P. I don't think any "druid" kit has divination sphere. I needed true sight badly because of soloing. Maybe it can be included in one of the spheres or another spell can be created for that purpose in sun domain etc? (I added with EE btw)

    Not related to F&P but the spell resistance overhaul from scales of balance is great. All new and old druid spells can affect the combat now. No more disfunctional druids:D

    Bugs:

    Druid Shapeshifting: The druid shapes are not fully selectable from 2da table. For example, i can choose Remorhaz and Yeti but not wolf, bear and beetle. They don't appear.

    Elemental Transfomation: After going human form from Elemental forms, the weapons of elementals are created again after 2, 3 seconds delay. I checked the weapons, there is an affect causing this. It casts the spell which recreates these elemental weapons.

    Magic Fang: This spell seems to does nothing. It doesn't have any projectile animation.

    Uninted Abilities: I acquired some abilities from Might and Guile during level ups(I guess). For ex, I have ten "Fighting Posture Disarm" and four "Fighting Posture Aggressive" etc.

    Post edited by ariakas2 on
  • subtledoctorsubtledoctor Member Posts: 11,468
    edited November 2019
    @ThacoBell and @ariakas2 thanks for the excellent feedback. I’m going to look at that stuff as soon as I can.

    The Aerie thing is likely a very small typo. Meantime, if you don’t want to reinstall, I suggest adding NPC_EE and loading a savegame from before you meet her.

    Magic Fang has no visible projectile but it should trigger the Aid “ankh” animation. I’ll double-check it when I can.

    FnP priests getting warrior feats is the craziest thing. I can’t find any trace of what might be causing it.

    I’ll look at this stiff when I can. Currently I’ve bitten off more than I can chew with Tome & Blood and RL.

    Meantime, I’m going to suggest that people will be better off directing feedback to the mod’s new thread at Gibberlings3.

    Realistically, anyone wanting to mod these games is going to get most of the mods from G3 or SHS; it makes more sense to discuss them there as well. I’ll be more reliably available over there... this forum doesn’t spark joy for me these days. :(

    ThacoBellGusinda
  • Wise_GrimwaldWise_Grimwald Member Posts: 2,651
    edited November 2019
    @subtledoctor Sorry to hear that. I love it. :) Possibly because I am a player not a modder.

    StummvonBordwehrGusinda
  • ThacoBellThacoBell Member Posts: 10,061
    @subtledoctor I get the "priests get warrior feats" thing sometimes. Its weird and inconistent.

    Shame about the forum. G3 hurts my eyes.

    StummvonBordwehr
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 827
    @subtledoctor
    I hope we can spark your joy again in the near future (tomorrow?). Your mods are awesome and rather ee friendly (exclusive?).

    We will especially miss you in the iOS modding section. Who else will agree with me that IWD:ee really needs an iOS modding option...?
    And besides that, we don’t need to go down memory lane in that direction...

    Wise_GrimwaldThacoBell
  • subtledoctorsubtledoctor Member Posts: 11,468
    Sorry. There comes a point where enough is enough. A telling observation, made elsewhere: "Has anyone tried opening older threads there? It's a graveyard"

    And even if you or I are not directly affected, there's something to be said for #solidarity.

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