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

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Comments

  • Necromanx2Necromanx2 Member Posts: 438
    @subtledoctor, in BG2EE and got Viconia in my group. She has the mace proficiency, but is unable to use maces. The Mauler's Arm has no strength requirement, but she can't use it either (red shaded in inventory of store).
  • subtledoctorsubtledoctor Member Posts: 7,813
    edited September 9

    @subtledoctor, in BG2EE and got Viconia in my group. She has the mace proficiency, but is unable to use maces. The Mauler's Arm has no strength requirement, but she can't use it either (red shaded in inventory of store).

    She is an Acolyte of Shar, yes?
    u_leather_armor 	= 1
    u_chain_armor = 0
    u_plate_armor = 0
    u_club_staff = 1
    u_hammers = 1
    u_maces = 0
    u_flails = 0
    u_axes = 0
    u_daggers = 1
    u_short_swords = 1
    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 = 1
    u_slings = 1
    u_bows = 0
    u_crossbows = 0
    Acolytes are the 'single-class specialist wizards' of the cleric class. Not designed for melee/tanking.

    If you don't like this you can edit /lib/add_acolyte_kits.tpa (though it would kind of upset the basic design balance of the kit... if you do that you might as well give chain armor as well, and change "c_class = acolyte" to "c_class = cleric").

    Alternatively you can install the Divine Remix Nightcloak of Shar before FnP, and install NPC_EE after. Then you can switch Viconia from a Darkcloak to a Nightcloak, which is a more straightforward semitanky cleric kit.
  • Necromanx2Necromanx2 Member Posts: 438
    She is an Acolyte of Shar. I am OK with her not being able to use maces. Can you change her proficiency to match being an Acolyte? She is getting her old cleric ones it seems.
  • hippofanthippofant Member Posts: 29
    edited September 9
    In a fresh BG2EE install, Faith and Powers 0.74m, Earth Mystics are getting the wrong weapon proficiencies.

    Here's a screenshot of the weapprofs.2da from the override folder, formatted in Excel. Looks like Earth Mystics are getting the weapons proficiencies of Druid, and then all the Mystic Warriors/Mystics swap proficiencies, based on the pattern. which means there's an off-by-one error somewhere. It might start EARLIER: it looks to me like Forest Druids have different proficiencies than all the other Druids, but I get increasingly uncertain as to what class should have what proficiencies, so I'll leave it for y'all to figure out.





    Edit: It looks fine in my BGEE mega-mod installation. Maybe Scales of Balances "fixes" it or something. Except that Mystic Warriors can't dual-wield, whereas Mystics can, which I find bizarre, especially since they can both dual-wield in the clean BG2EE installation (above). I'm just gonna edit it myself....
  • Necromanx2Necromanx2 Member Posts: 438
    The Elementalist says it should get 1 extra spell per level, but it is not.
  • subtledoctorsubtledoctor Member Posts: 7,813
    hippofant said:

    In a fresh BG2EE install, Faith and Powers 0.74m, Earth Mystics are getting the wrong weapon proficiencies.

    Edit: It looks fine in my BGEE mega-mod installation. Maybe Scales of Balances "fixes" it or something.

    Btw I haven't ignored this, just took me a bit of time to get on my computer and install some stuff to look into it. Short answer is, everything seems to be working fine. I think you just encountered a formatting issue that affects how the proficiencies look in the .2da file, but does not affect how they work in the game.

    FnP's edits to weapprof.2da (and many other mods that PRETTY_PRINT the file after altering it) results in the top row being shifted to the left:


    To read the file properly, you should tab that line, starting with "ID," over a few times:


    After fixing that line, here is a snapshot of my weapprof.2da with only FnP installed:


    As you can see at the bottom, both Mystics and Mystic Warriors for Earth and Water can specialize in 2-handed style and single-handed style, and master two-weapon fighting. They cannot be proficient in shield-fighting.

    Here are those columns after installing SoB over FnP:


    This seems mostly correct as well. Mystics can gain 2 points in a small selection of weapons, Mystic Warriors can gain 3 points. The only error I see here is that Mystic Warriors are being given access to specialization in shield-fighting. I need to patch that out of SoB.
  • hippofanthippofant Member Posts: 29
    Huh. Okay. That's the first time I've seen that happen in a weapprof.2da then, I think. Will have to remember that for the future! Thanks and sorry!
  • subtledoctorsubtledoctor Member Posts: 7,813
    edited September 12
    Basically that one row has fewer columns, there is nothing in the leftmost column. So if it gets shifted over, it will become misaligned and things will appear to be bugged.

    But that row is purely descriptive - it has no effect in-game. So it doesn't matter. :smile:
  • hippofanthippofant Member Posts: 29

    helo138 said:

    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.

    Hmm, that might be the Mazzy Haste ability we set to be a spell in the Exploration sphere. But it should have been turned into a cleric spell, not still be an innate.
    I figured this one out. All the spell abilities in D5MN828.SPL need to have their location changed from innate slots to spell slots.
  • subtledoctorsubtledoctor Member Posts: 7,813
    hippofant said:

    helo138 said:

    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.

    Hmm, that might be the Mazzy Haste ability we set to be a spell in the Exploration sphere. But it should have been turned into a cleric spell, not still be an innate.
    I figured this one out. All the spell abilities in D5MN828.SPL need to have their location changed from innate slots to spell slots.
    Ah! I maybe forgot about converting the location field. Easy enough to patch. Should have an update sometime this weekend.
  • I recruited Anomen, selected Hand of Torm, but for some reason I can't fill out all of his spell slots. 1st level works fine but everyone after that cannot be filled. After that I can only select two spells per level no matter how many slots he does have. Does anyone have any idea what may be going on? I am using spell revisions among some other mods though no others I could imagine would cause this. I installed this with BWS on BG2 without EET if that is useful. Thank you.
  • subtledoctorsubtledoctor Member Posts: 7,813

    can't fill out all of his spell slots

    I've seen stuff like this happen, it's something about the new 2.0 UI. I'm pretty sure it's something to do with a different mod, because I've seen it without FnP... but I'm not sure which one.

    Try leveling up - most spell slot issues get sorted out when you level up.
  • Necromanx2Necromanx2 Member Posts: 438
    edited September 14
    @subtledoctor, could this be related to the pre-defined memorized spells like Jaheria was. You cleared her book to eliminate this with her. Does Anomin needs his cleared?

    @Cyclopterus_Lumpus, when you click on the cast spell icon, do you see spells there you don't have selected in the memorization book? If yes, it could be my comment to SD above.
  • subtledoctorsubtledoctor Member Posts: 7,813
    @Necromanx2 good thinking, I suppose that's possible. Maybe we just need to strip all memorized spells from all divine spellcasting joinable NPCs. That would be very convenient if it is the (or a) solution.
  • @subtledoctor, could this be related to the pre-defined memorized spells like Jaheria was. You cleared her book to eliminate this with her. Does Anomin needs his cleared?

    @Cyclopterus_Lumpus, when you click on the cast spell icon, do you see spells there you don't have selected in the memorization book? If yes, it could be my comment to SD above.

    That is correct. When recruited Anomen has many spells available that he does not have in his book.
  • subtledoctorsubtledoctor Member Posts: 7,813
    edited September 15
    Wait, @Cyclopterus_Lumpus, what version of the mod are you using? I'm looking in our code and I see this:
    ACTION_IF VARIABLE_IS_SET %b_cfhe% BEGIN
    ACTION_FOR_EACH char IN ~anomen6.cre~
    ~anomen7.cre~
    ~anomen8.cre~
    ~anomen9.cre~
    ~anomen10.cre~
    ~anomen12.cre~ BEGIN
    ACTION_IF FILE_EXISTS_IN_GAME ~%char%.cre~ BEGIN
    COPY_EXISTING ~%char%.cre~ ~override~
    WRITE_SHORT 0x244 0
    WRITE_SHORT 0x246 0x4000 + %b_cfhe% // changes kit
    REMOVE_MEMORIZED_SPELLS
    REMOVE_KNOWN_SPELLS
    BUT_ONLY
    END
    END
    END
    So, Anomen should already have a kit, and his spells should be removed already. Hmm...

    EDIT - ah, I see the problem: that relies on the "b_cfhe" kit being installed (the multiclass fighter/cleric of Helm), but the main .tp2 file has this at line 973:
    //LAM cf_helm
    For some reason we aren't installing that kit. @Grammarsalad do you recall, is that kit unfinished or something? Maybe it was a long time ago so I disabled it? Looking at the ADD_KIT code, it seems to be fine... so, this Anomen thing should resolve itself if we simply uncomment line 973 in the .tp2 file.

    My to-do list now includes:
    - install the F/C Helm kit to fix Anomen
    - make innates converted to spells use the spells button instead of the innates button

    Both should be very easy. Hopefully I'll have it uploaded this weekend.

    Meantime, anyone can fix Anomen by removng all memorized spells from him in EEKeeper and then running the "choose a deity" dialogue, and then, if necessary, leveling him up. (Unfortunately the Helm kit won't be available in the dialogue, if it's not installed. But similar ones like Torm should be available.
  • Necromanx2Necromanx2 Member Posts: 438
    It would be nice if the next release also addressed the following:
    1) Elementalist not getting bonus spell per level.
    2) Summon Water Elemental spell is 1 turn/level and AI matches fire elementals.
    3) Add lay on hands to Champions (Paladins).
    4) Auto remove pre-define spell picks from divine spell user NPCs (in BGEE and BG2EE).
    5) Multi-class Ranger/Priests has major access to more spells then the kit says.
    6) Allow Quayle (in BGEE) and Arie (in BG2EE) to be multi-class Baervan Mage/Priests (Illusionist for Quayle).
    7) Update the special abilities on the Priest of Umberlee to also have the smashing wave at higher levels (if this is still something you think it should get).
  • subtledoctorsubtledoctor Member Posts: 7,813

    It would be nice if the next release also addressed the following:
    1) Elementalist not getting bonus spell per level.

    I'm not sure they're supposed to?

    4) Auto remove pre-define spell picks from divine spell user NPCs (in BGEE and BG2EE).

    Fixed locally already, but I have not had time to test it. There is a danger here, if we strip spells from divine caster NPCs and they could also be enemies if they don't join - for instance, like Dorn - then we will be taking away spells from an enemy and the fight will be easier. Better to do this in-game, but it's more complicated that way and I'm still looking at how to do it. I posted a plea for help on Gibbs3 right before the site went down. :(

    6) Allow Quayle (in BGEE) and Arie (in BG2EE) to be multi-class Baervan Mage/Priests (Illusionist for Quayle).

    I think Quayle is actually a priest of Baravar Cloakshadow, not Baervan Wildwanderer. But yeah I'll make sure these get added to the NPC kit assignment.

    Will look into the other stuff. Life is getting very busy though, no e.t.a.
  • Necromanx2Necromanx2 Member Posts: 438
    edited September 21
    @subtledoctor, the description for the Elementalist says he should have a bonus spell per level. He has druid restrictions and limited major access like Mystics. I would think he would get the bonus spells like Mystics. Otherwise, should he not have the same armor and weapon access as a priest?
    Post edited by Necromanx2 on
  • Necromanx2Necromanx2 Member Posts: 438
    edited September 25
    I noticed that the Ur Priest does not get Spike Growth even though it says it is an Elemental Earth spell and he has major access to the Earth sphere.

    EDIT: I see. In BGEE the spell says it is a Plant sphere, but in BG2EE it says Elemental Earth. A label issue in BG2EE.
  • hippofanthippofant Member Posts: 29
    Heartwarders of Sune aren't getting their two innate abilities (Charm Person and Emotion: Hope). b_sun03.spl doesn't seem to exist at all in my override directory, and b_sun01.spl seems to be copying incorrectly - it's grabbing Nature's Beauty, somehow.

    I don't understand it at all, since add_acolyte_kits.tpa seems to have the Sune section correct.
  • langjicourlangjicour Member Posts: 2
    Even on a minimal-BWS-setup with the Sandrah-mods and all prefered mods and the Sphere-System of Faith and Powers Sandrahs Items do not belong to her. Just joked around a little bit. And found a solution. You can install all priests and all other kits from Faith and Power, But if you try to use the Sphere-System, the problem shows up. Even if you install only Sphere-System or try to change installation order or use the older 0.64 version of Faith and Power, Sandrahs personal items are all unusable.

    Because the problem first occured in a megainstall with Sandrah, Rot, CtB and many more - even tactical or red selections in BWS - its a nice gift, as I first sold all armor, weapons, rings etc. and bought some interesting equipment for my team. But I was not very happy with Jaheiras Spellbook that looks a bit unsorted and gains too much spells for level 1 - so I looked around, read about Sandrah and found, that the unusable items are not a gift for the poor adventurer but should belong to herself.


  • subtledoctorsubtledoctor Member Posts: 7,813

    Even on a minimal-BWS-setup with the Sandrah-mods and all prefered mods and the Sphere-System of Faith and Powers Sandrahs Items do not belong to her.
    ...
    if you try to use the Sphere-System, the problem shows up. Even if you install only Sphere-System or try to change installation order or use the older 0.64 version of Faith and Power, Sandrahs personal items are all unusable.

    This is really hard for me to test because BWS doesn't support my OS, and Sandrah has a bunch of required mods that I don't particularly care for and may not be able to install. Also Sandrah states it should be installed late, and it's (necessarily) the responsibility of the later mod to ensure compatibility. I tried to help Roxanne with issues like this but I'm going blind since I don't know how her mod works and can't do any testing.

    How big is your override folder? Could you zip it and upload it somewhere for me to download?
  • PheosicsPheosics Member Posts: 16
    I had that issue with Sandrah's gear, I just used EEKeeper to remove the different item requirements. Sure it means anyone can use them, but I just make sure they stay with her
  • langjicourlangjicour Member Posts: 2

    Even on a minimal-BWS-setup with the Sandrah-mods and all prefered mods and the Sphere-System of Faith and Powers Sandrahs Items do not belong to her.
    ...
    if you try to use the Sphere-System, the problem shows up. Even if you install only Sphere-System or try to change installation order or use the older 0.64 version of Faith and Power, Sandrahs personal items are all unusable.

    This is really hard for me to test because BWS doesn't support my OS, and Sandrah has a bunch of required mods that I don't particularly care for and may not be able to install. Also Sandrah states it should be installed late, and it's (necessarily) the responsibility of the later mod to ensure compatibility. I tried to help Roxanne with issues like this but I'm going blind since I don't know how her mod works and can't do any testing.

    How big is your override folder? Could you zip it and upload it somewhere for me to download?
    It did not depend on BWS. I found an small error in SANDRAHS patch for d5_class.2da. Roxanne defined the class of SANDRAH as cleric, not as FIGHTER_CLERIC. But this does not change the strange behaviour on her items - you can all make them usable as written in the post before or with DLCTEP. But the items and their restrictions will show up normal without F&P.
    And it's the same items as in Roxannes insrtallation. I change their restrictions in Roxannes installation-folder and all seems ok. Have posted it on Spellhold. But I think the base problem must be inside F&P, because without SPHERE-SYSTEM you need not change item-behaviour.

    OK. Enough for now. Will later look on this and on all your .2da*s - back in the game and back in the long missed modding probs.
  • subtledoctorsubtledoctor Member Posts: 7,813
    I posted over there about it. I have no idea how Roxanne has coded the Sandrah items, they seem to be unusual in some way. I suggested she use the same method Beamdog does - forget about usability restrictions and simply use opcode 319 to restrict the items to Sandrah. That should fix the issues... but again, it's hard for me to say for sure since I can't test, and the Sandrah mod installs later in the order than FnP.
  • subtledoctorsubtledoctor Member Posts: 7,813
    Quick note, I've updated the mod to beta 0.74n. This update fixes the Anomen/spell slots issue, and the "scroll of memorization" (sometimes known as "mystery scroll" :lol: )

    We'll get to other issues as and when we can... maybe during the holidays.
    ThacoBell
  • Necromanx2Necromanx2 Member Posts: 438
    edited October 9
    I just noticed something weird. Anomen can still dual class even though he is already a fighter / priest (I turned the dual-class option on for FnP). It looks like other then the hp and more weapons pips, he does not get any boost to THAC0 for the fighter levels.

    More details:
    The option to dual-class shows up after he passes his test for the Order of the Radient Heart.


  • subtledoctorsubtledoctor Member Posts: 7,813

    I just noticed something weird. Anomen can still dual class even though he is already a fighter / priest (I turned the dual-class option on for FnP). It looks like other then the hp and more weapons pips, he does not get any boost to THAC0 for the fighter levels.

    More details:
    The option to dual-class shows up after he passes his test for the Order of the Radient Heart. He also loses his FnP kit and becomes a cleric. Seems that him passing the test updates Anomen in a way that does not jive with FnP.

    Whaaaaat...? That's super weird. How can the engine even work like that? What does that script do when he passes his test??? I guess we need to edit that script. Which of course, is not something I am skilled in, at all. If anyone would like to help here, I would surely appreciate it...

    On the other hand, if he doesn't lose his spells, maybe it doesn't matter...? And if he doesn't lose his innate kit abilities, of course.

    As to the thac0 thing, note that this is not 3E. Anomen is a 7th level fighter; once he reaches 10th level as a cleric his fighter thac0 doesn't matter any more, because his cleric thac0 will be better. (I once came up with a way to mod this to model 3E, so that your first class's thac0 advancement would continue to give you a bonus even after your 2nd class overtakes it... but I never bothered to make it into a real mod.)
  • Necromanx2Necromanx2 Member Posts: 438
    edited October 9
    He keeps his spells. Look at EEKeeper and he keeps the kit.

    Definitely do not want to select the dual class option. It will let you select fighter and pick weapon pips. Then you have 2250000 XP to next level. You do get all the fighet pips he had for 7th level fighter as well.





    I can see why you want to steer clear of dual-classing in FnP. I guess the next install I will turn off dual-class to avoid this stuff.
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