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

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  • helo138helo138 Member Posts: 53
    @Grammarsalad

    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?
  • Necromanx2Necromanx2 Member Posts: 1,246
    Thanks @Grammarsalad!
  • SchmooplesSchmooples Member Posts: 22
    edited August 2017
    I'm not seeing "One with The Weave" HLA show up on any kits, but I do see "One with The Weave" appear with unkitted characters
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited August 2017
    helo138 said:

    @Grammarsalad

    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?

    Ahh, i have a nice fix for those using some code provided by camdawg:
    http://gibberlings3.net/forums/index.php?showtopic=28834&page=1
    Good show! Talk tomorrow.

    I'm not seeing "One with The Weave" HLA show up on any kits, but I do see "One with The Weave" appear with unkitted characters

    I may have a chance to get to hla applications...
  • ThacoBellThacoBell Member Posts: 12,235
    helo138 said:

    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.
  • SchmooplesSchmooples Member Posts: 22
    edited August 2017
    Dweomerweaver of Mystra only has Arcane Weaving 1 and 2

    nvrmnd
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited August 2017
    @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.

    Edit: Updated with (hopefully) working fix

    Edit2: Also included transform to human fix
    Post edited by Grammarsalad on
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  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    @Grammarsalad, tried to install and got this error (note that I am trying this on 0.72 as I am waiting for the fixes to issues in the latest build):


  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited August 2017

    @Grammarsalad, tried to install and got this error (note that I am trying this on 0.72 as I am waiting for the fixes to issues in the latest build):



    gha! Sorry about that. Missing END. I already caught that error, but then uploaded the wrong version!

    This should work.
    Post edited by Grammarsalad on
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    @Grammarsalad, Both Shadow Monsters and Shades work in BGEE!!!
  • GrammarsaladGrammarsalad Member Posts: 2,582

    @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.
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Grammarsalad, tried in BG2EE with 0.74d and both Monsters and Shades work as well!!

    Thanks allot!!
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    I see that the Ur-Priest still does not get Conjure Water Elemental even though it has major access to water (BG2EE with 0.74d installed).

    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.
  • GrammarsaladGrammarsalad Member Posts: 2,582

    I see that the Ur-Priest still does not get Conjure Water Elemental even though it has major access to water (BG2EE with 0.74d installed).

    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.

    It looks like summon water elemental is not a water sphere spell.
  • ThacoBellThacoBell Member Posts: 12,235

    ThacoBell said:

    helo138 said:

    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.
  • RaduzielRaduziel Member Posts: 4,714
    Game: IWDEE v1.4

    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]
    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 0
    u_plate_armor = 0
    u_club_staff = 1
    u_hammers = 0
    u_maces = 0
    u_flails = 0
    u_axes = 0
    u_daggers = 1
    u_short_swords = 0
    u_long_swords = 0
    u_scimitars = 1
    u_katanas = 0
    u_bastard_swords = 0
    u_2hand_swords = 0
    u_halberds = 0
    u_spears = 1
    u_darts = 1
    u_slings = 1
    u_bows = 0
    u_crossbows = 0
    STR_VAR
    clab_name = ~RACE~
    class = ~druid~
    s_Life = ~major~
    s_Death = ~x~
    s_Benediction = ~minor~
    s_Destruction = ~x~
    s_Protection = ~minor~
    s_War = ~x~
    s_Exploration = ~minor~
    s_Knowledge = ~major~
    s_Deception = ~x~
    s_Thought = ~major~
    s_Dread = ~x~
    s_Vigor = ~major~
    s_Affliction = ~major~
    s_Animal = ~major~
    s_Plant = ~major~
    s_Earth = ~major~
    s_Water = ~major~
    s_Air = ~major~
    s_Fire = ~major~
    s_Light = ~major~
    s_Shadow = ~x~
    s_Magic = ~minor~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~
    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 1
    u_plate_armor = 1
    u_club_staff = 1
    u_hammers = 1
    u_maces = 1
    u_flails = 1
    u_axes = 0
    u_daggers = 0
    u_short_swords = 0
    u_long_swords = 0
    u_scimitars = 0
    u_katanas = 0
    u_bastard_swords = 0
    u_2hand_swords = 0
    u_halberds = 0
    u_spears = 0
    u_darts = 0
    u_slings = 1
    u_bows = 0
    u_crossbows = 0
    STR_VAR
    clab_name = ~RAUR~
    class = ~cleric~
    s_Life = ~minor~
    s_Death = ~major~
    s_Benediction = ~major~
    s_Destruction = ~minor~
    s_Protection = ~major~
    s_War = ~major~
    s_Exploration = ~minor~
    s_Knowledge = ~major~
    s_Deception = ~x~
    s_Thought = ~minor~
    s_Dread = ~minor~
    s_Vigor = ~major~
    s_Affliction = ~x~
    s_Animal = ~x~
    s_Plant = ~x~
    s_Earth = ~minor~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~major~
    s_Light = ~major~
    s_Shadow = ~minor~
    s_Magic = ~minor~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~
    [/spoiler]
  • LupusSolusLupusSolus Member Posts: 183

    @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?!
  • Necromanx2Necromanx2 Member Posts: 1,246
    @LupusSolus, Shadow Monsters and Shades both work for me in BGEE and BG2EE since yesterday when Grammarsalad fixed them.
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    @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).

    I see that the Ur-Priest still does not get Conjure Water Elemental even though it has major access to water (BG2EE with 0.74d installed).

    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.

    It looks like summon water elemental is not a water sphere spell.
    Yup.
    https://github.com/UnearthedArcana/Faiths_and_Powers/blob/master/faiths_and_powers/lib/sphere_list_base.tpa

    Would probably be a good idea to put the new water elemental spell into the water sphere. :lol:
    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.
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  • RaduzielRaduziel Member Posts: 4,714

    Raduziel said:

    Undead Redeemer can't use any armors

    Circle Enforcer can't use any armors or weapons.

    Did you install your kits before or after FnP?
    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.
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
    The user and all related content has been deleted.
  • RaduzielRaduziel Member Posts: 4,714
    What's the downside of this kit?

    Because it looks really OP
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • RaduzielRaduziel Member Posts: 4,714
    I would make different: no armor. Can only use wizard weapons. D4 Hit Dice.
  • SchmooplesSchmooples Member Posts: 22

    Raduziel said:

    What's the downside of this kit?

    Because it looks really OP

    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?
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