Skip to content

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

16869717374124

Comments

  • SchmooplesSchmooples Member Posts: 22

    I figured light because Mystra opposes Shar, and Light opposes Shadow... Mystra doesn't really seem like a deity focused on Vigor to me. More like 'snap your fingers and magic will do stuff for you.'

    Maybe:
    Major access:
    - Magic
    - Life
    - Benediction
    - Destruction
    - Protection
    - Knowledge
    Minor access:
    - Thought
    - Deception
    - Exploration
    - Vigor
    - Light
    - Fire

    I actually really like this. It seems more "Magical"
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • ThacoBellThacoBell Member Posts: 12,235
    @subtledoctor Are mystics and mystic warriors also fixed for v0.74g?
  • The user and all related content has been deleted.
  • ThacoBellThacoBell Member Posts: 12,235

    ThacoBell said:

    @subtledoctor Are mystics and mystic warriors also fixed for v0.74g?

    Yup
    Heck Yea!
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    @subtledoctor and @Grammarsalad I installed 0.74g install option 1, and started a new BG2EE game. I noticed the following:
    1) Snowball swarm has moved to 2nd level (I agree as this was a way powerful 1st level spell).
    2) Jahera does not auto go to her class. I get the option to select so I select the Fighter/Druid class. She ends up with 2 summon wolf, 2 shapechange, and 2 haste special abilities (does not have haste memorized).
    3) Summon Water elemental is now available. I am curious on why all the other (earth and fire) elemental summons are 1turn per level duration while the water elemental is 1 turn +1rnd/lvl?
    4) I started a Monitor of Azuth Priest/Mage and I still get the special ability to select a deity once in game. Also I get the haste special ability. I don't see Identify as an option to select for a 1st level mage spell.
    5) My Ur priest has slow poison as a 1st and second level spell. My Monitor of Azuth has slow poison twice as a 2nd level spell.
    Post edited by Necromanx2 on
  • ThacoBellThacoBell Member Posts: 12,235
    @Grammarsalad When starting a Mystic Warrior, I have 4 scrolls in my starting inventory. They have no title or description. Do they have a purpose, or are they holdovers from an earlier version?
  • The user and all related content has been deleted.
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    Isn't slow poison a default spell (like cure light wounds) or did you remove defaults (the one spell per level) you used to give all priests at creation? Could this be where one of the slow poison spells is coming from?
    Post edited by Necromanx2 on
  • The user and all related content has been deleted.
  • GrammarsaladGrammarsalad Member Posts: 2,582

    @Necromanx2
    1) yeah.
    2) will look into it...
    3) water elemental is a custom-made addition, only fire and earth exist in the vanilla game. I guess there are some differences.
    4) weird. Will look into it....
    5) slow poison must be in the sphere list twice somewhere.

    @ThacoBell the scroll lets you memorize spells without resting. You're only supposed to get one, and only after using the deity dialogue... will look into it.

    Just to add to this, regarding 3: I'll change it to match the other conjure elemental spells. That was an oversight
  • Necromanx2Necromanx2 Member Posts: 1,246
    In BG2EE. Got Arie and she is not defaulting to a kit. I have the selection option of Mystra and Azuth only. I select Azuth and in the mage spells, blindness is a 3rd level spell (description says 1st level).
    Mage robes can be worn by priests as well (my Ur priest can wear robes).
  • helo138helo138 Member Posts: 53
    edited August 2017
    @subtledoctor
    don´t know where to post this, but I will try here. I started a new game (Scales of balance, FnP and further mods) with an Fighter/Cleric of Tempus. I can use any weapons, but the game doesn´t let me distribute proficiency-points in the greatswords, scimitars/katanas and long swords categories.
    Another thing: This kit gets the same innate haste ability as the mystic kits I tested in my last install. Don´t know where this is coming from.

    Tested on BGEE, EET Version. Weidu log attached.

    Edit: I also can´t use chain mail and splint mail armor. Is there an easy way to change the usability for this one class. As stated above, the weapon proficiencies don´t bother me much, but heavier armor would be nice.
    Post edited by helo138 on
  • The user and all related content has been deleted.
  • helo138helo138 Member Posts: 53
    edited August 2017

    helo138 said:

    I started a new game (Scales of balance, FnP and further mods) with an Fighter/Cleric of Tempus. I can use any weapons, but the game doesn´t let me distribute proficiency-points in the greatswords, scimitars/katanas and long swords categories.

    Sounds like it might be a conflict between FnP and SoB. Fixable, though! Open weapprof.2da in NI or a text editor, and check the trueclass F/C column. It should be the same as the paladin column: 2 in everything, except 0 in bastard sword, katana, halberd, mace, long bow and darts.

    Thanks for the heads-up, sounds like SoB needs a bit of a compatibility patch. I can't get to that until next week, but like I say it is fixable mid-game.
    helo138 said:

    Another thing: This kit gets the same innate haste ability as the mystic kits I tested in my last install. Don´t know where this is coming from.

    That's just weird. Is it actually haste, or is it a toggleable speed boost? Could maybe be something gone awry with MnG's Quickstride ability?

    In BG2EE. Got Arie and she is not defaulting to a kit. I have the selection option of Mystra and Azuth only. I select Azuth and in the mage spells, blindness is a 3rd level spell (description says 1st level).
    Mage robes can be worn by priests as well (my Ur priest can wear robes).

    Will look into it. The robes thing sounds like it's from another mod but we can double-check.
    That´s interesting: The spell-description reads, as if this were a special ability from mazzy. I didn´t ever play more than a few hours with her character so I don´t know her kit very well. But it is definitly a spell like ability: it gets me +1 attack per round, doubled movement and lasts for 3 rounds.

    Edit: You might want to take a look at the weapon proficiencies yourself. I can´t attach the 2da-file. There seems to be more than one error. Various fighter-multiclasses have 4 in different weapon proficiencies. Paladin has 3 in some catagories. As I mentioned in the gibberlings-forum, SCS does something with weapon-proficiencies but I don´t know if this would influence playable characters. The easiest way will be to test only SoB and FnP. I see that I get to that today.

    Edit 2: Installed FnP and SoB on BG2EE only. Sorry to say but the paladin and the F/C column still don´t match. The tables don´t look the same as in my other install, which suggests a further influence, but even when I only install this two mods I don´t get the intended behaviour. My access to weapon-proficiencies ingame looks exactly the same as in EET (Also i just noticed that there are two empty proficiencies with no name at the bottom in which I can put points, same in BG2 and EET). Only the columns in the 2da-file don´t show the number 4, instead mastery (3) is the maximum for Fighter-multiclasses. What I remember from the readme this is the correct value.

    So now I am off, hope you can get something out of this.
    Post edited by helo138 on
  • The user and all related content has been deleted.
  • helo138helo138 Member Posts: 53
    edited August 2017
    @subtledoctor,

    another bug report. (eet install)
    I started the game and recruited Viconia. She has only one shadow spell (Focus access, Power Word Blind). The rest of the shadow spells plus some other spells like Blur and Shield are in the wizard spell book and therefore not available. This is the first time I see something like this. Will I get problems if I expand my spellbook with the priest version of this spells? I only checked shadow monsters so far and it seems to be working. The level will be the false one but I can live with this.
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
    The user and all related content has been deleted.
  • Necromanx2Necromanx2 Member Posts: 1,246
    @subtledoctor and @Grammarsalad, in BG2EE I noticed that Aries mage spells are acting like the priest spells and shift up one level to memorize. So priest spells that are also mage spells and those spells are minor access priest spells get shifted on the mage side as well for a multi-class C/M.
  • helo138helo138 Member Posts: 53
    edited August 2017

    helo138 said:

    The rest of the shadow spells plus some other spells like Blur and Shield are in the wizard spell book and therefore not available.

    That is super weird. Do you have Near Infinity? If so can you look at d5spsha.spl and d5sfsha.spl? They should have a bunch of 171 effects, covering every spell in the sphere.

    I've had an issue before where ELSE phrases in Weidu code worked on IWDEE/BGEE/SoD, but did not work on BG2EE. I have no idea why it even how that could be the case, but maybe it's a similar issue here. (Because there is an ELSE clause within which spells are converted into divine spells (WRITE_SHORT 0x1c 2).)

    If that's the case it is definitely fixable. I might be able to massage the code a bit in other places to make it more reliable.

    I don't have access to a computer to make a hotfix, but if anyone can make a small hotfix mod, it would only need to contain this:
    BACKUP ~fnp_divine_hotfix/backup~
    AUTHOR ~SubtleD~

    BEGIN ~FnP divine spells hotfix~

    COPY_EXISTING_REGEXP GLOB ~^d5[mfp][pwlnsb85].+\.spl$~
    WRITE_SHORT 0x1c 2
    BUT_ONLY
    Save that as a text file called "fnp_divine_hotfix.tp2" inside a folder called "fnp_divine_hotfix" and pair it with a copy of weidu.exe renamed to "setup-fnp_divine_hotfix.exe" ... NPCs you've already met will be in your savegame, so they won't be aff cried, but I think kicking them out of the party and letting them back in would fix things.
    As far as I can tell the spell files contain 171 effects for all shadow spells (minor and mayor access).
    I can´t get your hotfix to work. I put the folder with the text file in my bg2ee directory and started the renamed exe but the process gets stuck in the first line (can´t find tp2-file?). I fear my modding experience with weidu is too limited, better to say not existent, and so I am fairly sure the error lies on my side.
    For now I have copied all the missing spells (at least the ones I know are missing manually with EE-Keeper). Will see, if this turns out to be a problem.

    On another note: Vicci can´t use maces, flails and the like. EE-Keeper tells me, that she has an awful lot of "can´t use item"-type effects, which prevent her from using this items. Is this intended behaviour for acolytes?
    Post edited by helo138 on
  • The user and all related content has been deleted.
  • helo138helo138 Member Posts: 53

    @Necromanx2 if someone can put that hotfix mod together, it would fix your problem.

    @helo138 did you give the text file a .tp2 extension? (And make sure your OS doesn't give it a hidden .txt extension after it? Because OSes sometimes do that, for what reason I don't know.

    In any event I figured out where the code was missing a WRITE_SHORT line and this should be fixed now, as of v0.74h. (For games in progress it's probably worth trying to put that hotfix together, rather than reinstall the whole mod.)

    Thanks, I knew it was a stupid mistake. Now I get a new error message. I upload the debug as text file and
    the weidu-log of my install.
  • The user and all related content has been deleted.
  • helo138helo138 Member Posts: 53
    @subtledoctor

    yeah that did the trick. Thanks to my tinkering with ee-keeper vicci now has more than enough shadow spells. The other spells (Shield, Blur etc.) were also updated.

    Concerning the problems with armor-usability of my Fighter/Cleric of Tempus, is there a file I can modify, or do I have to change the usability flags of the armor I want to use?

    Last complain for today (concering Yaras in SoB, I think): I noticed that most of the plate mail armors have double descriptions. Closer examination in NI reveals, that some of the effects are doubled ( for example Dexterity modification, Damage resistance ). Damage resistance is not cumulativ, but the dexterity bonus is. So donning plate mail leads to very low dexterity scores. I vaguely remember some bug report concering plate mail from another player. I would pin this error on my mega mod install, but as far as I can tell only plate mail is affected.
  • The user and all related content has been deleted.
  • helo138helo138 Member Posts: 53

    helo138 said:

    Concerning the problems with armor-usability of my Fighter/Cleric of Tempus, is there a file I can modify, or do I have to change the usability flags of the armor I want to use?

    Armor usability is governed by the flags in each .itm file. Platemail should be usable (box NOT checked, in NI) by fighter/clerics, and by the priest of Talos kit. Be you want to check that the F/C Tempus kit in kitlist.2da has the Talos usability flag (0x01000000).

    Also I forgot about Viconia and weapon use. In /lib/add_acolyte_kits.tpa, I see that acolytes of Shar have variables set to use club/staff, war hammer, dagger, short sword, darts, and sling. Basically being limited to less powerful weapons and armor is a trade-off for getting extra spell slots and focus spells. So that is intended.

    You can edit those variables pretty easily, but you have to do so before installing. You can also remove the opcode 181 effects in EEKeeper if you like.
    helo138 said:

    I noticed that most of the plate mail armors have double descriptions. Closer examination in NI reveals, that some of the effects are doubled ( for example Dexterity modification, Damage resistance ).

    That's troubling. You haven't installed other armor mods, like IR or FPPS?

    No the usability flag is 0x04000000. If I had to guess, I would say that this is the Lathander usability flag (because erasing this flag makes the items available ingame). This explains many things. I hope I can change this flag in the kitlist, and don´t have to change every item in my install?

    No, acolytes are already rather powerful. The smaller variety in weapon selection is a good tradeoff. I assume heavier armor is also restricted?
    From a playing perspective, have you tried the darkcloak through the bg series? Spells like Pierce Shield or Spell Strike (as HLA) look powerful on paper, but without the option to target the usually invisible wizard (Spellrevision or some other mod changes True Seeing so only the person who casts it can profit from it), there use is limited. I haven´t tried myself, only looked at the spells and started thinking. That said I am aware that the balancing changes have to wait until the mod is stable overall.

    No I am aware of this problem and installed only the base component of IR. I haven´t used FPPS yet. I posted the relevant weidu-log two posts above.
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    Why is the Doomguide of Kelemvor restricted to studded leather? I though Priests (non-acolytes) could at least use chain and splint mail?

    EDIT: Using 0.74h in BG2EE
    Post edited by Necromanx2 on
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
    The user and all related content has been deleted.
  • helo138helo138 Member Posts: 53
    edited August 2017



    Only look at the base F/C column - don't worry about kits. The problem is that if a lot lets you choose weapons unavailable to the Trueclass - let's say the F/C Tempus can specialize in axes but the base F/C can't - the game UI will only show you the weapons available to the Trueclass. This is, shall we say, dumb engine behavior, which has been introduced with the new UI in the 2.0 patch. I've already put a report on redline about it for the next patch, we'll see what Beamdog does. In the meantime, you can fix it by having the Trueclass column cover anything the kits can be proficient in.

    I have tried this, but I had to change the kit proficiencies too. Now I can select all available weapons.

    Edit: Just wanted to check, if I understand you right. You mean, if the true class F/C can´t use longswords, than the UI won´t show me longsword proficiency at game start or level up even if the relevant kit should be able to use them? Because I wrote a 0 in longswords in the true class column and I still can select longswords at game start for my kitted fighter/cleric. I even put 2 points in the extra proficieny lines, which gave me empty lines in the UI screen before. Than I changed nearly all of the numbers in the Trueclass column to 0. No impact on the kitted F/C regarding proficiency choice whatsoever. Now I am confused. I am surely missing something.
    Post edited by helo138 on
  • RaduzielRaduziel Member Posts: 4,714
    Problems installing v0.74h (IDK why the log says 0.74g I downloaded the "h" version on Github).

    Apparently, all the cleric kits were skipped, despite my command to install everything (kits + sphere system).

    Clean BGEE install after modmerge.

    Setup attached.
Sign In or Register to comment.