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

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  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited April 2017

    Grammarsalad and subtledoctor, are there files I could put in the override folder that would allow me to use the Shadow spells (Summons)? I believe you indicated earlier that they crash the game because they are missing files so I thought if I know which files and put them in override the spells would work in BGEE and BG2EE.

    I think that we fixed that issue, though we didn't report it...i have it down as a fixed issue, but only on the other spell mod.

    Are you able to save and test it?

    Actually, don't test it. It's bugged right now. hold on...
  • GrammarsaladGrammarsalad Member Posts: 2,582
    @Necromanx2

    Try the attached (for shadow monsters).

    Please save your game before trying the spell. Please let me know either way if it works (I fixed the spell a long time ago, and I don't remember if more is needed. )
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited April 2017
    Just to confirm. I put this file on my overrride. Turn on BG2EE and load my game and try the spells?

    I tried this and it still crashes.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited April 2017

    Just to confirm. I put this file on my overrride. Turn on BG2EE and load my game and try the spells?

    I tried this and it still crashes.

    D'oh

    Okay, hold on
    Edit:
    @Necromanx2

    Just to be sure, did you unzip the file? I can't upload the file so i had to zip it first
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited April 2017
    I unzipped and put the b_sh02.2da file in the override. I needed to replace the existing file.

    Edit 1: I Notice I get a shadow I and Shades III spells. Is there suppose to be a II somewhere?

    Edit 2: On my Ur-Priest
  • GrammarsaladGrammarsalad Member Posts: 2,582

    I unzipped and put the b_sh02.2da file in the override. I needed to replace the existing file.

    Yeah, so it didn't work? Okay, that's definitely one piece of the puzzle. I'll keep digging
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited April 2017

    A Note of Appreciation:

    Herewith a Note of Appreciation, Cont.

    non-druid Mystics (Water, Fire, Earth, Air, Light, Shadow Mystics) are REALLY strong. Not overpowered, but strong and versatile and useful and interesting and unique. There are really two basic approaches here: 1) Spellcaster with a bit of fighting on the side, 2) Very strong fighter with backup spellcasting. It is of the second incarnation that I shall now sing.

    Mystics can approach the Champion business from the other end if you dual-class them after, say, level 6-7. They get quite a lot of useful low-level spells, a small damage reduction, and, most importantly by far for this build, a powerful special combat ability depending on subtype: a special damage or spell effect inflicted with 25% of melee hits. Ouch!

    Having sung the praises of the Mystic, I beg of you, oh @Grammarsalad and @subtledoctor , please don't take my Sunshine (or Shadow, Fire, Air, Water, or Earth) away. Keep them just the way they are. In fact, if they could dual-class into thief as well, they'd be even more interesting if that is even possible.

    I realize that the Mystic is built on the Druid template, and that therefore Fighter is the only dual-class option possible due to hardcording, but since you've made the Druid a cleric kit elsewhere in the mod, perhaps this is possible?

    This is NOT what I'd call a priority, however, not with so many other fantastic toys in this mod already; merely an idea for the future.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    @Necromanx2

    Okay, this should work. Put the files in the Put_in_override.zip into the override folder. Contained within smon.zip is a minimod. Install it like you would a normal mod.
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited April 2017
    Put_in_override files went into override and then installed smon like a mod. Loaded save and still crashes.

    Edit: Started new game and crashes when casting.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited April 2017

    Put_in_override files went into override and then installed smon like a mod. Loaded save and still crashes.

    Edit: Started new game and crashes when casting.

    Mmmm, I'm not sure then...
    You should have a file named spell.ids. can you upload that?
  • Necromanx2Necromanx2 Member Posts: 1,246
    How can I look at the dmp file it creates for the crashes?
  • Necromanx2Necromanx2 Member Posts: 1,246
    Here you go.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Here is the crash dmp.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Okay, thanks. Will get to it in a bit
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  • Necromanx2Necromanx2 Member Posts: 1,246
    @Grammarsalad, I appreciate your efforts! If it is a big pain, we can leave it until you have time.

    Is there an easy way to get the Elementalists favored element of the day working? I really like the elementalist, but none of his special abilities currently work. Again, if it is a pain, I can wait until you and subtledoctor have time.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited April 2017
    Oh but single-class fighters do have multiple reasons to exist: Kensai, Berserkers, Wizard Slayers, and all the warrior kits introduced in e.g. your other mods. As you said on p. 43, everyone plays kits if they play with mods, and I'd say even without mods, Kits were what got people all hot and bothered going back all the way to BG2.

    As you say above, the Mystic dualclass is a tradeoff. You give up potent spellcasting for a 25% chance to inflict, say, +1d4 fire damage, or blindness for short while, or a chance to stun for a brief while. Nothing you couldn't get from various items or your own Shield Fighting mod. Really it's "Oh, I've just summoned a Greater Daemon vs. Oh, I've just outlined you in Faerie Fire, you are now 10% easier to hit for a minute or two."

    So yeah, I think it's an okay tradeoff.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited April 2017
    @Grammarsalad , @subtledoctor

    A further bug report for IWD:ee, same weidu and debug as posted on p. 43 of this thread.

    (Install option 1)

    CHAMPIONS:

    The Champion (Gloryblood) of Tempus does not show up during kit selection, I've rolled up a whole party of Champions of various alignments, he never appears as an option.

    Champions generally: every fourth or so Champion I roll - of any alignment - gets stopped cold during deity selection in the dialogue system: "NO VALID REPLIES OR LINKS" - I can find no pattern here.
    EDIT: I think it's to do with alignment, but I haven't found the key yet.

    ZEALOTS:

    Zealot kits for gods who are Evil but whose kit descriptions allow for non-evil followers do not show up during kit selection in the dialogue system. I have rolled CN zealots, but they do not get the following options: Zealot of Talos (Kit: "CN and any evil"), Zealot of Garagos (Kit: "any Chaotic or True Neutral and NE"), half-orc Zealot of Gruumsh ("CN, NE, CE"). Instead, I get the choice of Sune, Mystra, and Eilistraee zealots, none of which interest me.



    I have tried changing alignments to Evil through EEKeeper, but this leads to no Zealot kit choices at all through the dialogue system (""NO VALID REPLIES OR LINKS"). I have tried assigning these specific Champion and Zealot kits through EEKeeper, but I can find no mention of them in the kit list. What gives?

    EDIT: Possibly an effect of the Falling issue mentioned by Grammarsalad on p. 42 ? In that case, let's hope for a Beamdog update to IWD:EE before long. For me at least, the missing kits are the most interesting.


    Guess who still hasn't gotten out of Easthaven? As the renowned skald Bethhart once sang, "Man I've got to get outta this town"
    :D
    Post edited by Contemplative_Hamster on
  • inethineth Member Posts: 749
    Alright, I finished porting my kit and sphere spreadsheets to Google Docs:

    Faith and Powers - Kits and Spheres Tables

    (Note that it consists of multiple sheets, accessible from the bar at the bottom.)

    Everyone can view it with that link, but not edit it. @Grammarsalad, I haven't used Google Docs much before, but I think the way it works is that if you visit the link while logged in with a Google account and click "request access", I can then transfer ownership of the document to you.

    Alternatively, you can just click "File > Download As > Microsoft Excel (.xlsx)" and, assuming the export works without messing anything up, maintain it locally if that's what you prefer.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    WOW! That's pretty cool, and very handy!

    A minor correction, if I may: I believe you missed the Light and Shadow Mystics, the Lupinist, and the Elementalist - all of which are Mystic kits.
  • inethineth Member Posts: 749
    @rrchristensen Hm. Those don't show up for me. Here's what my Mystics menu looks like: https://i.imgur.com/P4nik2j.jpg
  • CrimsonBardCrimsonBard Member Posts: 17
    edited April 2017
    ineth said:

    @rrchristensen Hm. Those don't show up for me. Here's what my Mystics menu looks like: https://i.imgur.com/P4nik2j.jpg

    If you check your deity selection dialogue (assuming you installed FnP using option 1), you should find the missing classes there. If you installed using option 2, those classes don't appear in the menus in IWD:EE. I learned that the hard way!

    Oh and good work on that table. I been needing something like that for a while, the number of options in FnP is almost mindboggling at times!
    It took me a dozen or so false starts before I finally got going with my current party haha! Part of it came down to me agonising over which characters I wanted to take, such as a Fighter/Mage vs a Blade Bard, and a Mystic vs a Cleric e.t.c. In the end I just decided to bring along as many of the new kits and classes from FnP, MnG and ToB as possible. So far its working great, although the sheer number of trolls in the Dragon's Eye on expert difficulty can make that dungeon really boring.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    @ineth
    ineth said:

    @rrchristensen Hm. Those don't show up for me. Here's what my Mystics menu looks like: https://i.imgur.com/P4nik2j.jpg

    CrimsonBard is correct. The last four kits don't show up in IWD:EE or in SOD. They do show up in BG2:ee (install option 2) and non-SOD BG:EE (install option 2)

    @CrimsonBard , yep, I wanted to test out the new kits, too. I've got two Champions (of Myrkul and Talos), an unkitted multiclass f/t, a multiclass mage/acolyte of Shar, a mountain druid, and an Earth Mystic.



  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited April 2017
    More notes from my IWD:ee game:

    thief/druid kit: references the druid/MAGE restriction on shapeshifting, so that's a typo.
    On a happy note, the thief/druid's shapeshift powers ACTUALLY WORK - unlike those of the [terrain] druid, as discussed a few weeks ago. And it's SO FREAKING AWESOME that you have managed to create a thief/druid multiclass.

    Thief/clerics can choose the Sworn of Cyric kit in IWD:ee - a good 80 years before Cyric became a god. Surely an oversight? You corrected the Myrkul/Kelemvor reference in the Champion kit, and I see you did the same in the Champion of Bane kit.
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    @Grammarsalad, I appreciate your efforts! If it is a big pain, we can leave it until you have time.

    Is there an easy way to get the Elementalists favored element of the day working? I really like the elementalist, but none of his special abilities currently work. Again, if it is a pain, I can wait until you and subtledoctor have time.

    Yeah, sorry. I haven't had a chance to get to this lately. It Will be in the next update, at least.

    @ineth

    Awesome!!

  • Necromanx2Necromanx2 Member Posts: 1,246
    The Loviator Caress ability gave me a "History of Lorien, Land of Halflings" when I used the ability on the imp in the sewer golem room at Irenicus sewers (in the log window). It seemed to work (saw -10 to THAC0) but gave me the text when I knocked the imp out.

    Also, shouldn't the unarmed damage go lethal with Loviator like a Monk?
  • ArunsunArunsun Member Posts: 1,592
    @Grammarsalad hey, just found something, I am not sure whether it is intended, and whether it is an engine limitation. It's related to what I reported last time, concerning difficulties with dual-classing to cleric.
    I reinstalled the latest version of your mod, using option 1 (so every new kits and class reworks and sphere system, and kits in dialogues).
    Now I can dual from kitless Fighter to Cleric and properly choose my deity, and get everything that comes with it, but I can't dual from any fighter kit to Cleric (Well I can, but I don't get to choose my deity). As I understand it, choosing a deity effectively changes your kit, and as you can only have one kit at a time (or so I guess, since there's only one line for kits in EEKeeper), you cannot be both a berserker (for instance) and a cleric with a deity, since that's considered to be a kit. Thief and Mage duals work similarly, with the inability to choose a deity if you are kitted.

    Well, if it's possible to make dualing from a kitted fighter to a cleric with a deity within IE limits I certainly would love it, but if it's not, consider making it impossible (disabling the possibility for kitted warriors like it's done with Barbarian) and writing it in the mod readme as well as fighter/mage/thief kit descriptions. One would certainly hate planning a playthrough with a dual at this or that level and end up noticing he can't do that.


    Directly related to this is an even more annoying issue: Choosing a gnome and then a multiclass Illusionist/Cleric (as gnomes are illusionist by default) causes you to actually have the "choose a deity" ability triggering the dialogue than enables that choice, but once you choose, well actually nothing happens except you no longer have that ability. You still only have the default choice of spells, with no extra "sphere spells". This entirely ruins the potential of this multiclass which has always been one of my favourite.

    I have some other mods, those possibly affecting it being Tomes and Blood and Might and Guile, as they affect fighter mage and thief kits, but I am quite sure this is caused by the restriction of having only one kit at a time, and not these mods.
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  • ZaghoulZaghoul Member, Moderator Posts: 3,938

    ineth said:

    Hm. Those don't show up for me. Here's what my Mystics menu looks like: https://i.imgur.com/P4nik2j.jpg

    They are there, if you look at K_D_H.2da... but the IWDEE and SoD interfaces don't have scroll bars to see the later kits. This should be fixed later this year in the next patch. So the question is what to do in the meanwhile. My proposal:

    - Remove the Avenger. I left it in on a lark, but it's really out of place.

    - On IWDEE, remove the Jungle and Desert druids. Their presence makes the least sense.

    That should free up spots for the Light and Shadow mystics, and the Shapeshifter. I think we can go without the Elementalist for a few months since there are already four elemental mystics available.

    SoD is a harder question... maybe remove the Desert and Arctic druids? They make the least sense for Charname.
    @subtledoctor Yeah, the avenger does look out of place there. I always liked how second edition broke it down in the Complete Druids Handbook. FIRST the branch of the druid was chosen (jungle, arctic,GRAY (hint) etc.), THEN a kit was taken if wanted (avenger, shapeshifter(with branch oriented shifts), totem, hivemaster, outlaw,LOST (hint), etc.) Some kits were even restricted to certain branches.
    I am not sure the game engine could handle that depth (branch, then kit )but you would know more of course.
    Anyway, that is why I agree it looked a bit out of place in that screenshot.

    The only branch that might peak out and test the waters anywhere might be a Gray Druid( I liked how they had slightly worse reactions to dwarves and sunlight), as there always seems to be some mess underground everywhere in all the games (esp. that druid in underground SoD).



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