only things I noticed in the newest version are some issues with HLAs, which are mentioned in the posts above (elemental weapons not vanishing after retransformation in human form, contingency, chain contingency are crashing the game). But I must admit that I didn´t play through BG2 so far and therefore I wasn´t able to check 6. and 7. level spells.
On another note, how does your mod B_spells work with FnP and Spell Revisions? Are the compatible and if so, in which order should I install them?
only things I noticed in the newest version are some issues with HLAs, which are mentioned in the posts above (elemental weapons not vanishing after retransformation in human form, contingency, chain contingency are crashing the game). But I must admit that I didn´t play through BG2 so far and therefore I wasn´t able to check 6. and 7. level spells.
On another note, how does your mod B_spells work with FnP and Spell Revisions? Are the compatible and if so, in which order should I install them?
Hate to be the bearer of bad news again, but for me (BGEE, only FnP v.0.74d) the Mystic Warrior still doesn´t get any sphere access. It doesn´t matter which Mystic kit I choose. The Fire Mystic gets the Firestorm-spell now on level 6 and 7, but that´s a minor thing.
Having the same issue. Getting no Sphere access with Mystic Warriors.
@Necromanx2 and anybody interested in a working Shades and Shadow Monsters spell
Okay, I see now why my initial attempt to update fnp spells didn't work. It's not just a matter if copying over the old wiz spell. I'm feeling like an idiot now, forgetting how we implemented wiz spells in the sphere system, but I am hoping that this little mini-mod should fix both shadow monsters and shades.
Please install this little mini-mod after Faiths and Powers. It won't do anything if installed before fnp.
I'm fairly confident that this should fix both spells (well, you'll probably notice that Shades Umber Hulks will be wonky in BGEE..) but please let me know if it doesn't fix those spells.
Hate to be the bearer of bad news again, but for me (BGEE, only FnP v.0.74d) the Mystic Warrior still doesn´t get any sphere access. It doesn´t matter which Mystic kit I choose.
Having the same issue. Getting no Sphere access with Mystic Warriors.
I'm getting this too. The qd_multi function isn't working with them for some reason. Looking into it.
I seem to be getting the same error with pure Mystics as well, no sphere access.
@Grammarsalad, Both Shadow Monsters and Shades work in BGEE!!!
Good good! Sorry this took so long.
Use this for now. The fix should be in the next version of fnp.
Wait, Shadow Monsters works now?!
@LupusSolus yeah, there is a minimod attached to the very first post (called fnp_spells_3.) install it after fnp (or after b_spells) and it'll fix those two spells. It also should fix all transform to human innates (for any metamorph spell).
Would probably be a good idea to put the new water elemental spell into the water sphere.
Yeah, i was thinking that as i was updating the readme excel. I think right now we install conjure water elemental as a mage spell and then don't use it.
After, because the Circle Enforcer have a check that looks for FnP files to decide what string it will use for the kit's description and which spell should it copy to override.
Good question. Maybe focus access to Magic is overboard.
And maybe it should have relatively slim sphere access - no elemental blasting stuff, just basic divine spells that would support its primary role as an arcane caster. Maybe: Major access: - Life - Benediction - Protection - Knowledge - Light - Magic Minor access: - Destruction - Thought - Dread - Deception - Vigor
EDIT - and limited to leather armors, and very slim weapon usability (staff/club/dagger/short sword/sling).
More generally, all clerics kits get only bonuses, no penalties. So it's just a question of balancing bonuses. This kit is designed to be a one-trick pony, all about supremacy vs. other spellcasters. Against non-spellcasting enemies it would be noticeably disadvantaged.
Major access to light seems out of place. Any of the Minor spheres would be a better substitute than light. Maybe replace light with Vigor, so its sphere access is relatively benign?
Comments
only things I noticed in the newest version are some issues with HLAs, which are mentioned in the posts above (elemental weapons not vanishing after retransformation in human form, contingency, chain contingency are crashing the game). But I must admit that I didn´t play through BG2 so far and therefore I wasn´t able to check 6. and 7. level spells.
On another note, how does your mod B_spells work with FnP and Spell Revisions? Are the compatible and if so, in which order should I install them?
http://gibberlings3.net/forums/index.php?showtopic=28834&page=1 Good show! Talk tomorrow. I may have a chance to get to hla applications...
Dweomerweaver of Mystra only has Arcane Weaving 1 and 2nvrmnd
Okay, I see now why my initial attempt to update fnp spells didn't work. It's not just a matter if copying over the old wiz spell. I'm feeling like an idiot now, forgetting how we implemented wiz spells in the sphere system, but I am hoping that this little mini-mod should fix both shadow monsters and shades.
Please install this little mini-mod after Faiths and Powers. It won't do anything if installed before fnp.
I'm fairly confident that this should fix both spells (well, you'll probably notice that Shades Umber Hulks will be wonky in BGEE..) but please let me know if it doesn't fix those spells.
Edit: Updated with (hopefully) working fix
Edit2: Also included transform to human fix
This should work.
Use this for now. The fix should be in the next version of fnp.
Thanks allot!!
Note: I like the getting all spells in the book at once as it is easy to see if everything will be there in the future.
SO: Windows 10
Mod: FnP version 0.74d
Installation: Option 3 (no kits - just the sphere system)
Expected behavior: Undead Redeemer should be able to use armors
Observed behavior: Undead Redeemer can't use any armors
Expected behavior: Circle Enforcer should be able to use some weapons and leather armor
Observed behavior: Circle Enforcer can't use any armors or weapons.
I made sure that at the compatibility code every item that can be used is labeled with a 1.
[spoiler] [/spoiler]
Because it looks really OP
Major access to light seems out of place. Any of the Minor spheres would be a better substitute than light. Maybe replace light with Vigor, so its sphere access is relatively benign?