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

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  • ArunsunArunsun Member Posts: 1,592

    Arunsun said:


    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.
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  • Necromanx2Necromanx2 Member Posts: 1,246
    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.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited April 2017
    @Necromanx2

    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.
  • ArunsunArunsun Member Posts: 1,592

    Arunsun said:


    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.
    Arunsun said:

    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?
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  • CrevsDaakCrevsDaak Member Posts: 7,155
    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).
  • Necromanx2Necromanx2 Member Posts: 1,246
    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?
  • GrammarsaladGrammarsalad Member Posts: 2,582

    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...
  • Necromanx2Necromanx2 Member Posts: 1,246
    Jahira can't use it as a fighter/druid multi-class. I can as a Fighter / Cleric dual class.
  • ArunsunArunsun Member Posts: 1,592

    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.
  • [Deleted User][Deleted User] Posts: 0
    edited April 2017
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  • ArunsunArunsun Member Posts: 1,592
    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)
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited April 2017
    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:

    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
    Post edited by Contemplative_Hamster on
  • [Deleted User][Deleted User] Posts: 0
    edited April 2017
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    Well, according to Ineth's spreadsheet anyway, I didn't actually go and check in-game...
  • GrammarsaladGrammarsalad Member Posts: 2,582

    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
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  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited April 2017


    ...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 :wink:

    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.
  • AlwayssnarkyAlwayssnarky Member Posts: 3
    edited April 2017
    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

    Thanks!
    Post edited by Alwayssnarky on
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  • AlwayssnarkyAlwayssnarky Member Posts: 3
    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.
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  • AlwayssnarkyAlwayssnarky Member Posts: 3
    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!
  • GrammarsaladGrammarsalad Member Posts: 2,582

    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...

    Yup, in zealot_gruumsh_2.tpa there is this:
    COMPILE ~faiths_and_powers/kits/zealots/862_Gruumsh/component_2/b_gruu.baf~ ~override~
    Which tries to compile not only that .baf file, but also every other file in /override. Remember, don't put "~override~" at the end of COMPILE lines!

    We'll fix that when we can.
    Okay, then. Did not know that!
  • ArunsunArunsun Member Posts: 1,592

    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
  • ArunsunArunsun Member Posts: 1,592
    edited May 2017
    @subtledoctor @Grammarsalad I was installing FnP on SoD and got this error:

    ERROR: Failure("resource [OHTEMPUS.2da] not found for 'COPY'")
    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
    Post edited by Arunsun on
  • GrammarsaladGrammarsalad Member Posts: 2,582
    Arunsun said:

    @subtledoctor @Grammarsalad I was installing FnP on SoD and got this error:

    ERROR: Failure("resource [OHTEMPUS.2da] not found for 'COPY'")
    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
    Oh...well, we should see about making that kit compatible...
  • Necromanx2Necromanx2 Member Posts: 1,246
    The priest spell Stalker. It summons two shambling mounds. Their attacks do non-lethal damage (knock out enemies, not kill). Is this as intended?
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited May 2017

    The priest spell Stalker. It summons two shambling mounds. Their attacks do non-lethal damage (knock out enemies, not kill). Is this as intended?

    Lol, that is absolutely not intended!

    Thanks for the report
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