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

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  • Necromanx2Necromanx2 Member Posts: 1,246
    At some point will something be done about the Priest/Mage multi-class getting the bonus mage spell? Seems a big bonus that shouldn't be there.
  • RaduzielRaduziel Member Posts: 4,714

    At some point will something be done about the Priest/Mage multi-class getting the bonus mage spell? Seems a big bonus that shouldn't be there.

    AFAIK, every time you give a kit, any kit, to a multiclass Something/Mage, the game will understand that it is a specialist and give a bonus spell per level.

    I'm currently having the same issue with one of my kits: did a Multiclass Mage/Undead Tricker and I'm receiving the extra slot. The solution, the way I see, is quite simple: leave one slot empty.

    IDK if any modder can fix this, looks like it's a hardcoded issue.
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  • ArizaelArizael Member Posts: 263

    You can subtract a spell slot, but it only works when you already have 1 slot at that level; you can't just "set it and forget it" with a single effect at level 1 to give someone fewer spell slots for the rest of the game.

    So, fine, you add an effect st level 3 subtracting one 2nd-level slot, because that's when you get 2nd-level spells. But wait, what if the player uses a mod that gives you 2nd-level spells early, at level 2? Now your subtraction is mis-timed. Or what if they get 2nd level spells later, at level 4? Now your subtraction fizzles and has no effect. Or worse, wraps around so they have 255 slots.

    Honestly the easiest answer is to share the wealth: simply give an extra slot at each level to single-class generalist mages. Now mages are all even with each other.

    What would happen if you added clab ability for every level that would a) clean previous substraction effects, than b) re-apply -1 slot substraction for each spell level ?
  • LemminkainenLemminkainen Member Posts: 9
    I've loaded up FnP on a BG:EE w/SoD setup using the BWS tool. Noticed 2 things:
    1) When creating a pure class cleric(no kit selected), it never asks me to select a deity, and I can put points in any weapon type(no restrictions).
    2) When I create a Favored Soul (from Tome and Blood), and activate his 'spell selection' ability in order to choose access to a single divine sphere, the game crashes, not sure if this is an issue with FnP or TnB.
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  • LemminkainenLemminkainen Member Posts: 9
    OK I understand about cleric now, thanks. Also the crash creating a Favored Soul during selection of a divine sphere only happened one time I've been able to test create one using all of the available spheres so my initial crash selecting the 'Life' sphere/domain may have been a fluke.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2017
    @subtledoctor @Grammarsalad

    Bug report:

    The Light Mystic and his multi-class variant, the Mystic Warrior (Light) do not get major access to the Fire sphere. He seems to have partial Minor access, and it works like the opposite of Focus access: fire spells are DELAYED one spell level, so Burning Hands is level 2, Flame Blade and Azza's Scorcher are level 3, the level 3 spells Flame Arrow and Protection from Fire do not appear at level 4 (they ought to, following the logic of the preceding spell levels), and spells listed as level 4 and above do not appear at all (compare to Ineth's spreadsheet in the first post of this thread)

    I've tested this with every other kit that gets major access to Fire (Clerics of Lathander and Talos, the Ur-Priest, Mountain and Desert Druids; and, as a control group, the Fire Mystic, who gets Focus access). Only the Light mystic suffers from this malaise.



    Post edited by Contemplative_Hamster on
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2017

    The Light Mystic and his multi-class variant, the Mystic Warrior (Light) do not get major access to the Fire sphere. He seems to have partial Minor access, and it works like the opposite of Focus access: fire spells are DELAYED one spell level, so Burning Hands is level 2, Flame Blade and Azza's Scorcher are level 3, and spells above level 4 do not appear at all

    Yes, that's how 'Minor Access' works now :naughty:

    I think the answer is a simple one: Light Mystics only get minor access to the sphere of Fire.
    Aha! I had no idea that's how minor access works. I thought it just stopped you from accessing spells of level four and above. Must have missed a memo. That ..... means I have to reconsider everything, and @Ineth 's handy division of spells into major and minor access should be reworked considerably, moving all spells of level 3 into the Major access column.

    Would it be possible to make this an optional component in Faiths and Powers?

    Huh, well, in that case, BUG REPORT: Fire Mystic kit description says he has major access to Fire, instead of Minor.


    No. I was wrong.


    Post edited by Contemplative_Hamster on
  • [Deleted User][Deleted User] Posts: 0
    edited December 2017
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2017
    rel="subtledoctor">


    Huh, well, in that case, BUG REPORT: Fire Mystic kit description says he has major access to Fire, instead of Minor.

    You mean the Light Mystic? Descriptions are patched with sphere access automatically by the code, so if the descriptions are inaccurate it means there's an algorithmic error... which is not good. I'll take a look when I can.
    Strike that. I just checked. The Light Mystic has minor access. What was I thinking. Sorry. In fact, strike my initial bug report, it was flawed from the beginning. OMG. Caffeine, kids, multiple jobs, and no sleep are a powerful combo. There is no error here. :smile:

    I'll look into changing d5_fnp_settings.ini.
    Post edited by Contemplative_Hamster on
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2017
    @subtledoctor

    Soooo, I had a look at d5_fnp_settings.ini. Pray tell, in the context of the wonderfully complex Faiths and Powers mod, what does the OTHER setting do? The one about enabling dual-classing? >:)>:)>:) Would a maniacal laugh be appropriate at this point?



    //__________________________________________________________________________________
    //__________________________________________________________________________________
    //
    // FAITHS & POWERS SETTINGS
    //__________________________________________________________________________________
    //__________________________________________________________________________________

    DEFINE_ACTION_MACRO d5_dual_classing BEGIN

    OUTER_SET d5_dual_class = 0 // change to 1 to enable dual-classing

    END

    DEFINE_ACTION_MACRO d5_minor_access_levels BEGIN

    OUTER_SET d5_minor_shift = 1 // change to 0 to keep minor-access spells at original levels

    END
    //__________________________________________________________________________________



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  • Ah. In that case, I'll pass on the maniacal laugh.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2017
    @Grammarsalad @subtledoctor @ineth


    I've found some discrepancies between the documentation and the in-game effect, and between FnP as a stand-alone and FnP combined with Spells Revisions.

    (This is a BG:ee 2.3 game with FnP 0.74s and Spell Revisions v4beta15)

    Looking over the game while trying out various kits, I noticed a number of discrepancies, but did not write them down. In this post, I've focused on the Fire sphere. This sort of comparison takes forever and requires several parallel installs, so this will have to serve as an indication that more discrepancies can be found.

    I have reversed d5_fnp_settings from 1 to 0. If this is not done (and this setting itself is undocumented in the README), the differences between documentation and in-game effects are even more pronounced, because Minor access is limited to spells that appear under spell levels 1 and 2 in the documentation.

    For the record, I installed Spell Revisions before FnP, if that makes any difference for your troubleshooting.


    Summary:

    1) Fireshield (Red) does not appear in-game in the Fire sphere under any circumstances.
    2) Spell Revisions switches the levels of Flame Arrow (3->4) and Produce Fire (4->3)
    3) Spell Revisions introduces Fire Trap as a third-level spell.

    Documentation:

    Fire sphere, Major access, reproduced from Ineth's spreadsheet (which faithfully reproduces the sphere as described in the README), in a game with d5_fnp_settings reversed to 0 (=no level jump for minor access)
    1: Burning Hands
    2: Agan's Scorcher
    2: Flame Blade
    3: Prot. from Fire
    3: Flame Arrow
    4: Produce Fire
    5: Fireshield (Red)
    5: Flame Strike
    6: Conjure Fire Elemental
    6: Fire Seeds
    7: Fire Storm


    Fire sphere, Major access, with FNP installed, in a game with d5_fnp_settings reversed to 0 (= no level jump for minor access)
    1: Burning Hands
    2: Agan's Scorcher
    2: Flame Blade
    3: Prot. from Fire
    3: Flame Arrow
    4: Produce Fire
    5: Flame Strike
    6: Conjure Fire Elemental
    6: Fire Seeds
    7: Fire Storm

    Fire sphere, Minor access, with FNP installed, in a game with d5_fnp_settings reversed to 0 (= no level jump for minor access)
    1: Burning Hands
    2: Agan's Scorcher
    2: Flame Blade
    3: Prot. from Fire
    3: Flame Arrow


    Fire sphere, Major access, with SPELL REVISIONS and FNP installed, in a game with d5_fnp_settings reversed to 0 (= no level jump for minor access)
    1: Burning Hands
    2: Agan's Scorcher
    2: Flame Blade
    3: Prot. from Fire
    3: Fire Trap
    4: Flame Arrow
    4: Produce Fire
    5: Flame Strike
    6: Conjure Fire Elemental
    6: Fire Seeds
    7: Fire Storm

    Fire sphere, Minor access, with SPELL REVISIONS and FNP installed, in a game with d5_fnp_settings reversed to 0 (= no level jump for minor access)
    1: Burning Hands
    2: Agan's Scorcher
    2: Flame Blade
    3: Prot. from Fire
    3: Fire Trap
    Post edited by Contemplative_Hamster on
  • [Deleted User][Deleted User] Posts: 0
    edited December 2017
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2017
    Bug report:

    This is during character generation.

    The Cleric of Lathander kit says he can be a multi-class f/c (or even a f/m/c), but no such option appears under f/c.

    The Acolyte of Deneir kit says he can be a multi-class c/mage or c/thief, but no such options appear.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2017

    @Contemplative_Hamster for various reasons, the spheres are different when SR is installed. Basically because SR makes some major changes to spells and we need to adjust andcrebalance the spheres in response.

    I'm not sure what documentation you're looking at but you can see the list of spheres in /Faiths_and_Powers/lib/sphere_list_base.tpa and .../sphere_list_sr.tpa. And in fact you can make any changes you like there before installing, moving spells to different spheres or changing the level of each spell.

    I was looking at the spheres in the Readme, and Ineth's spreadsheet which reproduces the spheres in the Readme.

    I did not know you could change spells around. Will definitely do that.



    Also note, if minor-access spells are delayed you still get 3rd-level spells, you just get them as 4th-level spells (i.e. when you reach 7th level).

    EDIT - and yes, SR should definitely be installed before FnP, you did that right.

    I also did not know that spells will show up later. I thought the minor/major divide was hard and definite.

    I only noticed any of this because my Light Mystic did not gain Flame Arrow at 3rd level, which was an essential lynchpin of my plan for this character and party composition.


  • @subtledoctor @Grammarsalad

    OK, so upthread the good Doctor taught me a lot about FnP and my erronous assumptions about the inner workings of mods and the engine. Thank you, much appreciated.

    Well, here's a strange bug report:

    (Bgee 2.3 with Fnp 0.74s and SR v4beta 15)

    Sunscorch, a 1st level spell introduced by Spell Revisions, and also available with FnP as a stand-alone, disappears from the game when Spell Revisions and FnP are both installed. It IS available when FnP is installed without SR.

    I'm kinda scratching my head over this one.

    Here are the relevant entries from sphere_list_base and sphere_list_sr. As far as I can tell, the spell is supposed to remain in the game.

    sphere_list_base
    // LIGHT
    CLERIC_SUNSCORCH , 1 => Light

    sphere_list_sr
    // LIGHT
    sppr114 /*SR faerie fire*/ , 1 => Light
    CLERIC_SUNSCORCH , 1 => Light


    Documentation available through screenshots.

  • [Deleted User][Deleted User] Posts: 0
    edited December 2017
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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2017
    Cheers!

    While on the subject: as mentioned earlier, Fireshield (Red) does not appear in the Fire Sphere under any circumstances (in BGee; haven't tested on IWDee, though). Might this be a similar case of the sphere_list_iwd_sr list interfering with your mod? If so, there might be others, and this might be the reason for some of the discrepancies I've noticed in various spheres between the readme/Ineth's spreadsheet and the in-game reality.

    sphere_list_base
    // FIRE
    WIZARD_FIRE_SHIELD_RED , 5 => Fire

    sphere_list_sr
    // FIRE
    WIZARD_FIRE_SHIELD_RED , 5 => Fire

    sphere_list_iwd_sr
    // FIRE
    WIZARD_FIRE_SHIELD_RED , 4 => Fire



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  • RoughwithanrRoughwithanr Member Posts: 4
    Hello @subtledoctor and thank you for all these great mods.

    I'm a little confused as to how to get access to the zealot, occultist, acolyte and incarnate kits (base classes?) I'm not seeing them in the list of base classes. Do I need to not install something? I'm using MaG, FnP, Tome and Blood, and the npc ee mod (as well as a few quest mods and single kits).

    Am I missing something? If not, can you add a little bit in the readme or something to explain how to access them for noobs like me?
  • @Grammarsalad @subtledoctor

    Bug Report: there is no cut-out when Selecting Deity in-game. All divine-spell NPCs and CHARNAMES get this option, even if your CHARNAME did select a deity during charecter generation. If you happen to click Select Deity in-game, you are forced to select a deity. This can happen e.g. if you wanted to click Select Kit (NPC_ee) and then click the wrong button. There is no option to Cancel here, so you are trapped forever or until you select a deity. Often the choices on offer are non-sensical for the NPCs in question. Sometimes the only choice is NO VALID REPLIES OR LINKS. So perhaps the solution would be to remove the Select Deity button? I think it may be a relic from an earlier version of the mod (when Install Option 2: select kit in-game, was still a thing).

    (NPC_ee's Select Kit option works perfectly, allows you a much wider range of kits AND an option to cancel, too).
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  • RoughwithanrRoughwithanr Member Posts: 4
    Thanks for the response. Is there a mod that people use to see more than 9 kits? Or do I just need to decide which ones of the many cleric kits to install? Or just do it with keeper?
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited January 2018

    Thanks for the response. Is there a mod that people use to see more than 9 kits? Or do I just need to decide which ones of the many cleric kits to install? Or just do it with keeper?

    Did you install the latest version, which is v.0.74s ? Did you install the entire mod, or pick and choose components? Install everything (install option 1) for best results.

    In an earlier post you asked about these, so:
    The Zealot should be under Champion, the Acolyte under Priest; the Incarnate does not exist; the Occultist is referenced in the README and once under Mystics during character generation, but is not a class or kit of its own; it seems to refer to a subset of the MYSTICS grouping consisting of the Beastlord, the Elementalist, and one more, I forget which.

    NOTE HOWEVER:

    In Siege of Dragonspear you won't be able to see all options due to a lack of scroll bars; left click and drag to see more kits. In Icewind Dale you won't be able to install everything because it's still v 1.4. Many champion and cleric kits won't be available in IWD until the next patch from Beamdog.

    If you're using the newest version of the mod, you should be able to choose your actual deity kit during character generation. The README is (ahem) slightly outdated in parts.

    Post edited by Contemplative_Hamster on
  • RoughwithanrRoughwithanr Member Posts: 4
    edited January 2018
    I thought with FnP my choices would look like:
    Class: Cleric-->
    Kit Screen:
    Base
    Acolyte
    Incarnate

    Then you use a dialogue to decide which actual deity kit you're using once you've started the game.

    Right?

    As it is, I have a Priest of Tyr and then 8 cleric kits in my kit screen. So, for instance, how can I make a Priest of Mystra? or a Minion of Moander?

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