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.
It's not a function of the hard-coded 1-kit limit, it's that my attempts to prevent kitted clerics from getting extra copies of the deity choice ability had too broad an effect. This can be fixed with a bit of clever weiduing.
BUT: just so you understand what will happen, when this is fixed, when you dual from berserker to cleric, you will need to choose a deity to get spells... and your chosen deity kit will remove your existing kit. So you will no longer be a berserker, and no longer have berserk rage, etc. Some dual-classing cheese will disappear with this system... but that's the price to be paid for being able to choose a new kit after dual-classing (which is not possible in vanilla). So you might want to think carefully about that berserker dual build.
Well that's what I thought, as you can only have one kit at a time, though changing it can be done. So this essentially prevents duals from kits to cleric (You would have the kit only from the beginning to your dual point and not once you get your abilities back) Is there no way to bypass this? I do not know the subtleties of how dualling works, but is there no way to, for example, once you get your abilities back, get an extra ability that creates a dialogue which asks you what your kit was, and add all the related effects/abilities up to your fighter level? I know that EEKeeper has that sweet functionality which is "Add/remove kit effects/abilities up to level X", and reads the related file up to line X and add the kit effects and abilities.
A couple suggestions. 1) Remove the "Universal" sphere. I would think the Major and Minor accesses should cover any spells a divine user would need. 2) The Lupinist should get more uses of the Shapeshift form. One use per day regardless of level seems too few when you reach 10+ levels.
NOTE: Cernd cannot select the Lupinist (or any kit for that matter) so he gets the Universal spells + the original shapeshifts abilities.
But the Universal sphere does serve a very specific purpose: without it, no characters can be generated!
.. because you need to memorize spells as part of the character creation process. If there are no spells available, character generation stops and you cannot play the game. Kits and therefore spheres are chosen in-game if you use install option 1, and even under install option 2, sphere access only kicks in once you start playing; so the only spells available during creation are Universal spells. Take those away and the game cannot be played with F&P installed.
Try to generate certain types of specialist wizards in a vanilla game of TOB, same thing happens, because not all schools have spells at every level once you hit spell level 6 and above.
So this essentially prevents duals from kits to cleric (You would have the kit only from the beginning to your dual point and not once you get your abilities back)
It doesn't prevent dualling from kits - we will re-enable that soon. But it means that when you switch to being a cleric, you really need to commit to being a cleric - i.e. a worshipper of a deity, who puts your faith above petty things like convenient kit abilities. Now your kit abilities will come from your faith. That's what commitment means.
It's an RP-centric idea, like the rest of this mod. Of course, you still have choice here. A fighter dualled to cleric will be able to choose to follow, for example, Tempus... which IIRC will give you the berserk rage ability.
Is there no way to bypass this? I do not know the subtleties of how dualling works, but is there no way to, for example, once you get your abilities back, get an extra ability that creates a dialogue which asks you what your kit was, and add all the related effects/abilities up to your fighter level?
To be blunt, I'm just not interested in providing a way for people to double up on kit abilities. There is EEKeeper for that sort of thing.
A fair point of view though it hurts my powergamer feelings. Well, EEKeeper is convenient enough if I ever feel the need to get these abilities I'll do that.
Still, this leaves the issue of the Gnome Illusionist/Cleric. This isn't exactly a "kit" though it behaves as such. How do you intend to deal with this?
The illusionist kit is hardcoded* to be given at character creation, I'm pretty sure you can change it afterwards (although you'll have to make it so that the kit you're using for Gnomes has the Illusionist's usability number in there as well if you wish for them to continue being Illusionists. Just make two identical kits but restrict one to Gnomes).
*I say hardcoded but actually I never tested adding entries to .2da files to check if that could let Gnomes be something else other than Illusionists (still it doesn't change anything about this topic).
inb4 how do we implement it: same way as multikit mod does. Having the Illusionist usability flag will already take care of the Mage spells restrictions nonsense, and you should use the vanilla Cleric's clab by applying .spl files using opcode 177 set to kit.ids and the kit's internal number (for non-EE games, you should use specific.ids instead of kit.ids, and add a new ID to specific.ids unique for the kit).
I noticed that item restrictions for Cleric dominate now. For example potions of strength. It used to be that a Fighter/Cleric could use the potions, but since installing this mod they no longer can. Is this intentional?
I noticed that item restrictions for Cleric dominate now. For example potions of strength. It used to be that a Fighter/Cleric could use the potions, but since installing this mod they no longer can. Is this intentional?
Oh, no, they should be able to use those. If they can't, and if it is fnp's fault, then that is a bug...
Worst comes to worst, I suppose we could give them sphere spells via the illusionist clab table...
Does it mean that any modification by another mod of the illusionist clab table would be overriden/incompatible? Or can you edit the "current" (installed) clab table to simply add these sphere spells on top of the rest? What I have in mind is mostly Tomes and Blood, as this is a mod I really like to run along with FnP, and since both are rather popular I believe I am not the only one.
Thank you for your answer - as reactive and nice as ever !
I'll play some more with your mod and report any bug I find. This mod's really renewed the way I play BG like no other before, I really love it. I particularly love the Ur-Priest, it really feels like I can finally play a mage-like priest that isn't subpar (the closest to that used to be avenger)
I just realized that F&P allows you to play all those mage kits - I'm looking at YOU, Transmuter - that no-one plays because the opposition school they lose is vital to the game. A Priest/Acolyte of Mystra, Kelemvor, Deneir, Shar, the multi c/m of Azuth, and the Ur-Priest gain major access to the Magic Sphere, which contains the following must-haves:
Kelemvor has major access to the Magic sphere?? That's... a bit weird...
But yeah, I've always said you want "1.5 mages" in a well-rounded party, meaning two casters who can take down spell protections. Mage + bard, sorcerer + fighter/mage, whatever. But this can give you a bit more flexibility in how you achieve that capability.
...I think my reasoning was that he was pretty close with Mystra at that time...I think his priests have major access to some magic-y spheres in Faiths of Faerun, as well
...I think my reasoning was that he was pretty close with Mystra at that time...
I don't know a lot about the late-era deities, so my question stems from ignorance, not criticism. All I know about Kelemvor is that he is a "dour-but-good-ish god of the dead." I leave the implementation details to you
As far as all of this excellent feedback: I know you are probably about as busy as me these days. I can pitch in with some of the technical issues - with kits, install options and with simplifying/streamlining item usability issues. But realistically I won't have time until the end of next month. So maybe we should push for another release around June?
That should work. I've got about three more weeks of hell, and then I'll have some time. Thinking about it, maybe late June would be better for me.
I'm getting errors trying to install .63 beta to BGEE1 using BWS, how would I go about fixing it?
ERROR: No translation provided for @1708 ERROR: parsing [override/QDSPLSOR.d]: Not_found ERROR: compiling [override/QDSPLSOR.d]! ERROR: Not_found
It's preventing the install of some classes and the sphere system. Classes are: Add Zealot of Gruumsh Add Zealot of Kossuth Add Zealot of Ilmater Add Zealot of Garagos Add Zealot of Corellon Larethian
I am using Tome and Blood, yeah, thought they didn't conflict, shame.
Here's the log, and also the one for Tome in case that helps.
Also, semi-unrelated, but did they remove the alienist at some point? It mentions it in the readme and here, and I liked the concept, but am not seeing it in the install.
Wasn't just Gruumsh, I had to disable all other zealots to get the install to fire correctly. Still, it's working now, looking forward to playing with the mod!
I am using Tome and Blood, yeah, thought they didn't conflict, shame.
No, they are definitely compatible... this is probably just a typo somewhere in our code. Looks like it's happening when the Zealot of Gruumsh is installed? Hang on...
Wasn't just Gruumsh, I had to disable all other zealots to get the install to fire correctly. Still, it's working now, looking forward to playing with the mod!
Yup, it's the mistake SD was mentioning above, made on every line, which was buggy for the zealots
Comments
1) Remove the "Universal" sphere. I would think the Major and Minor accesses should cover any spells a divine user would need.
2) The Lupinist should get more uses of the Shapeshift form. One use per day regardless of level seems too few when you reach 10+ levels.
NOTE: Cernd cannot select the Lupinist (or any kit for that matter) so he gets the Universal spells + the original shapeshifts abilities.
But the Universal sphere does serve a very specific purpose: without it, no characters can be generated!
.. because you need to memorize spells as part of the character creation process. If there are no spells available, character generation stops and you cannot play the game. Kits and therefore spheres are chosen in-game if you use install option 1, and even under install option 2, sphere access only kicks in once you start playing; so the only spells available during creation are Universal spells. Take those away and the game cannot be played with F&P installed.
Try to generate certain types of specialist wizards in a vanilla game of TOB, same thing happens, because not all schools have spells at every level once you hit spell level 6 and above.
Still, this leaves the issue of the Gnome Illusionist/Cleric. This isn't exactly a "kit" though it behaves as such. How do you intend to deal with this?
*I say hardcoded but actually I never tested adding entries to .2da files to check if that could let Gnomes be something else other than Illusionists (still it doesn't change anything about this topic).
inb4 how do we implement it: same way as multikit mod does. Having the Illusionist usability flag will already take care of the Mage spells restrictions nonsense, and you should use the vanilla Cleric's clab by applying .spl files using opcode 177 set to kit.ids and the kit's internal number (for non-EE games, you should use specific.ids instead of kit.ids, and add a new ID to specific.ids unique for the kit).
Does it mean that any modification by another mod of the illusionist clab table would be overriden/incompatible? Or can you edit the "current" (installed) clab table to simply add these sphere spells on top of the rest?
What I have in mind is mostly Tomes and Blood, as this is a mod I really like to run along with FnP, and since both are rather popular I believe I am not the only one.
I'll play some more with your mod and report any bug I find. This mod's really renewed the way I play BG like no other before, I really love it. I particularly love the Ur-Priest, it really feels like I can finally play a mage-like priest that isn't subpar (the closest to that used to be avenger)
Magic sphere
Level Spell
1 Silence 15’ Radius
2 Miscast Magic
3 Dispel Magic
4 Minor Spell Turning
Secret Word
5 Magic Resistance
Breach
6 Globe of Invulnerability
7 Pierce Shield
ERROR: No translation provided for @1708
ERROR: parsing [override/QDSPLSOR.d]: Not_found
ERROR: compiling [override/QDSPLSOR.d]!
ERROR: Not_found
It's preventing the install of some classes and the sphere system.
Classes are:
Add Zealot of Gruumsh
Add Zealot of Kossuth
Add Zealot of Ilmater
Add Zealot of Garagos
Add Zealot of Corellon Larethian
Thanks!
Here's the log, and also the one for Tome in case that helps.
Also, semi-unrelated, but did they remove the alienist at some point? It mentions it in the readme and here, and I liked the concept, but am not seeing it in the install.
PLEASE email the file SETUP-FAITHS_AND_POWERS.DEBUG to SubtleD and Grammarsalad
Any idea where this might come from? I joined the whole debug file.
EDIT: nvm, was apparently an issue with IWDification that adds a tempus cleric kit which isn't compatible with your mod
Thanks for the report