I must be missing something obvious and I can't get the search forum to work to dig thru the 94 pages of this thread so here is my question. I just created an elven archer (ranger kit) and I have the scroll to establish my spells in the inventory. I go to try and use it and it tells me i need to choose a diety, and I have looked everywhere to find this option but I can't find it..........I can choose the weapon proficiencies thru the special ability button, but I can't find anywhere that I can "choose" a diety. what am I missing?
I must be missing something obvious and I can't get the search forum to work to dig thru the 94 pages of this thread so here is my question. I just created an elven archer (ranger kit) and I have the scroll to establish my spells in the inventory. I go to try and use it and it tells me i need to choose a diety, and I have looked everywhere to find this option but I can't find it..........I can choose the weapon proficiencies thru the special ability button, but I can't find anywhere that I can "choose" a diety. what am I missing?
Look in the innate spells. I haven't tried creating a ranger, but I assume that it is the same as the clerics.
Cast the spell, and you will then be able to select your deity.
On the topic of the search function not being very good. I would agree. Google will find the page much better. Use Beamdog and Baldur's as the first two search terms, add other relevant terms "faith and powers" for example.
I am a bit puzzled by the Cherub of the Ruby Rose.
It is a kit that I have found when I was using EE Keeper, and I think that it comes from Faith 'n Powers.
Firstly, am I correct in this?
Seconly I think that it is a Paladin Kit.
Am I correct in this?
I cannot create a Cherub of the Ruby Rose Character using character creation at the beginning of a game. If my above assumptions are correct, could you explain why I can't create a character with this kit?.
I am a bit puzzled by the Cherub of the Ruby Rose.
It is a kit that I have found when I was using EE Keeper, and I think that it comes from Faith 'n Powers.
Firstly, am I correct in this?
Seconly I think that it is a Paladin Kit.
Am I correct in this?
I cannot create a Cherub of the Ruby Rose Character using character creation at the beginning of a game. If my above assumptions are correct, could you explain why I can't create a character with this kit?.
Heh, well it is a fnp kit, and you should be able to create it. It is a paladin of Sune, I believe. I'll add it to the bug list
I am a bit puzzled by the Cherub of the Ruby Rose.
It is a kit that I have found when I was using EE Keeper, and I think that it comes from Faith 'n Powers.
Firstly, am I correct in this?
Seconly I think that it is a Paladin Kit.
Am I correct in this?
I cannot create a Cherub of the Ruby Rose Character using character creation at the beginning of a game. If my above assumptions are correct, could you explain why I can't create a character with this kit?.
Heh, well it is a fnp kit, and you should be able to create it. It is a paladin of Sune, I believe. I'll add it to the bug list
@Grammarsalad I have just discovered that a Cherub of the Ruby Rose is a Zealot of Sune, whereas I thought that it would be a champion of Sune. My mistake.
@Grammarsalad, does FnP add the celric spells from IWDification? I thought it did so that I didn't need to install the mod? The spells are gone with the latest version (like the 7th level spell Destruction).
I could be totally wrong as my head is blurry with too many things, but I wanted to ask.
@Grammarsalad, does FnP add the celric spells from IWDification? I thought it did so that I didn't need to install the mod? The spells are gone with the latest version (like the 7th level spell Destruction).
I could be totally wrong as my head is blurry with too many things, but I wanted to ask.
It should, if iwdification is not installed. Subtle has been maintaining the mod while I am doing a rather large spell update, but I doubt he removed any spells. In any case, I recommend installing the iwdification spells (before installing fnp)
We found this suit of armour which both I and Ajantis should be able to wear but cannot.
I am thinking that the powerful magic of Near Infinity might be needed. What thinkest thou?
I looked at it in Near Infinity and got these images.
I cannot understand why either of my Champions cannot use it. Clearly my Zealots shouldn't be able to.
Any suggestions?
I am thinking this might be a Mod conflict between Dark Horizons and Faith 'n' Powers. What do you think? Can you suggest a work-around or solution for such conflicts? There are others of a similar nature.
Further to my post above, I changed Ajantis to a Paladin Inquisitor using EE Keeper and he can now use the armour. It therefore seems that F 'n' Powers is causing the problem. Do you have any idea how I might solve it?
Further to my post above, I changed Ajantis to a Paladin Inquisitor using EE Keeper and he can now use the armour. It therefore seems that F 'n' Powers is causing the problem. Do you have any idea how I might solve it?
Honestly, I have no clue. From what I'm seeing in your screenshot above, they should be able to use it...
Maybe it is the kit usability? What kit is Ajantis?
@Wise_Grimwald Someone went way overboard with the unusable flags. As is, it is only usable by Berserkers, Cavaliers, Inquisitors, Undead Hunters, Archers, Beastmasters, and Cleric of Talos. A trueclass Fighter or Paladin could not even use it, no trueclass character can. There are several vanilla NPC's that can use it, only because by default they have an invalid kit (and therefor not subject to kit unusable flags).
@Wise_Grimwald Someone went way overboard with the unusable flags. As is, it is only usable by Berserkers, Cavaliers, Inquisitors, Undead Hunters, Archers, Beastmasters, and Cleric of Talos. A trueclass Fighter or Paladin could not even use it, no trueclass character can. There are several vanilla NPC's that can use it, only because by default they have an invalid kit (and therefor not subject to kit unusable flags).
As far as items are concerned, it looks as if the mod is incompatible with Faith 'n' Powers, though it isn't a major issue. No doubt the writer of that mod thought that it was OK as it worked fine beforet FnP changed the NPCs. They could understandably claim that FnP has caused the problem even though they would be wrong in so doing.
Is there a way that I could make it useable by Champions etc. using Near Infinity? I'm not very familiar with it. If I can correct this item, then I'm sure that I could correct the others.
Is there a way that I could make it useable by Champions etc. using Near Infinity? I'm not very familiar with it.
I'm assuming FnP is setting the Cleric/Druid kit flags for it's own purposes (and is why talos is not checked), so I wouldn't adjust them.
Un-checking the kit flag labeled "Generalist(6)" will open it up to trueclass characters. This is probably all you need for Champions.
Un-checking the kit flags for "Abjurer(6)", "Conjurer(7)", "Diviner(0)", "Enchanter(1)", "Illusionist(2)", "Invoker(3)", "Necromancer(4)", "Transmuter(5)", and "Wild Mage(7)" will open it up to those (Fighter->Specialist) and (Specialist->Fighter) Dual-classes.
Un-checking the kit flags for "Assassin(2)", "Bounty Hunter(3)", and "Swashbuckler(4)" will open it up to those (Fighter->Thief_Kit) and (Thief_Kit->Fighter) Dual-classes.
"Stalker(0)", "Kensai(2)" and "Barbarian(6)" are correct.
"Blade(5)", "Jester(6)", and "Skald(7)" are not wrong, but still redundant, unless they are being hijacked by another mod.
I don't know why "Wizard Slayer(1)" is checked and "Archer(7)" or "Beastmaster(1)" aren't, unless you have other mods altering their specific armor rules.
@subtledoctor Thanks for the reply but kjeron as had already said, unticking the generalist box was all that was required.
DH had made the armour compatible with all the standard paladin kits (Cavalier, Inquisitor etc.) but had not envisioned these being replaced by the Champion kits.
Nobody's fault at all.
However from the description of the armour it is clear that it should be useable by Champions which was made possible by unticking that one box.
I will now have to decide from the description whether it should be useable by clerics.
Now that I know how to do it, I will be able to rectify similar problems in the future.
Hey, I just started a new game and I thought I'd try something different from my usual good mage type character. Paladin seemed interesting mechanically but restricted to good so no go. Blackguard seems a bit too over the top evil, especially when you're just starting out. I saw that this mod had some nice looking kits, so I want to give it a try. The Gloryblood and the Knight of the Red Falcon both seem interesting, went with the latter (reasoning that my character'd be drawn towards conflict, but being raised by Gorion among monks gave him some appreciation for tactics and strategy). Having just started out, I have a few questions;
* Is the Knight being able to able to get Master proficiency with weapons implemented? I wasn't able to put 3 pips in anything during character creation. Though that might be an intentional part of the game. * On starting I had blue scroll in my inventory, is this supposed to do anything or is it a leftover of a previous system? Using it through quickslots didn't do anything other than it disappearing. * Does the Knight also get the warrior stronghold in BG2 like the Gloryblood? * I just met up with Khalid and Jaheira, and as someone pointed out on the previous page, Jaheira is a fighter/mystic rather than a fighter/druid. She also has a blue scroll, the select deity ability, and access to spells like Contingency (according to your sheet pure Druids should have Major access to the knowledge sphere, but multiclass druids shouldn't). Is this going to affect my game, and is there any way to fix it?
* Is the Knight being able to able to get Master proficiency with weapons implemented? I wasn't able to put 3 pips in anything during character creation. Though that might be an intentional part of the game
This is embarrassing, but it's been so long, I'm not sure anymore.
Okay, looking at the code on github, that should be implemented.
If you have another mod, like subtleD's SoB, that alters proficiencies, that may be why you can only select one pip at first level. What is your mod setup like?
* On starting I had blue scroll in my inventory, is this supposed to do anything or is it a leftover of a previous system? Using it through quickslots didn't do anything other than it disappearing
This should be a leftover from the previous implementation. Sorry about that, we'll address it in a future update.
* Does the Knight also get the warrior stronghold in BG2 like the Gloryblood?
Wow, does the Gloryblood? Lol, sorry, I've been away for a bit and @subtledoctor has been maintaining the mod. He still is as I (slowly) work on a large spell update, but if this is in-- it's been a long term goal of mine to add this-- then SD added it. If so, awesome, but I'm not sure about the red knight. Hopefully as can chime in.
* I just met up with Khalid and Jaheira, and as someone pointed out on the previous page, Jaheira is a fighter/mystic rather than a fighter/druid. She also has a blue scroll, the select deity ability, and access to spells like Contingency (according to your sheet pure Druids should have Major access to the knowledge sphere, but multiclass druids shouldn't). Is this going to affect my game, and is there any way to fix it?
That spreadsheet may be out of date. It is not @ineth 's fault--I really appreciate them putting it together-- it's ultimately my fault. Heh, there are a lot of moving parts in this mod and the mystic is SD's thing. He may have made a change to the mystic--or to Jaheira-- since the spreadsheet was last updated.
It shouldn't mess with your game as far as I can see.
@Satrhan@Grammarsalad At the start you can only get 2 pips in any weapon. This is true for fighters as well in EE. However Glorybloods can get a third pip at level 3, as can fighters. I put two pips in a melee weapon, one pip in a ranged weapon and one in dual wielding at the start of the game. Having to put pips in other places is not a bad thing. In BG1 ranged warfare is quite powerful.
However, if for RP reasons you want to put all the pips in a melee weapon, you can always use EE Keeper.
You can never get more than three pips in any weapon but you can get three pips in dual wielding as well if you are a Gloryblood.
@Grammarsalad, was installing this onto BGEE 2.5.16.4 Beta and BG2EE 2.5.16.6 and on both, the Sphere System didn't install due to an error:
Adding B_D_DWA to internal list of available DLGs ERROR: internal label [B_dom01_42] appears 2 times in processed DLG [B_D_DWA] ERROR: postprocessing [B_D_DWA]: Failure("cannot resolve label") Stopping installation because of error. Stopping installation because of error. Stopping installation because of error.
I have uploaded a copy of the debug for BG2EE for further scrutiny.
At the start you can only get 2 pips in any weapon. This is true for fighters as well in EE. However Glorybloods can get a third pip at level 3, as can fighters. I put two pips in a melee weapon, one pip in a ranged weapon and one in dual wielding at the start of the game. Having to put pips in other places is not a bad thing. In BG1 ranged warfare is quite powerful.
I figured that was the case, thanks for confirming. Yes it's been a while since I've played through BG1, I'd forgotten or never realized how quickly some of the early enemies die if you have an entire party shooting at them from a distance. The pip in Longbows was definitely a good choice.
You can never get more than three pips in any weapon but you can get three pips in dual wielding as well if you are a Gloryblood.
Not very Paladin-like, but seems to fit these kits. Looking forward to seeing my guy in action!
If you have another mod, like subtleD's SoB, that alters proficiencies, that may be why you can only select one pip at first level. What is your mod setup like?
Seems to have been answered, but just in case; nothing that radical I think. Off the top of my head I have NPC project, UB, Tweaks, minor NPC portraits, and SCS.
Wow, does the Gloryblood? Lol, sorry, I've been away for a bit and @subtledoctor has been maintaining the mod. He still is as I (slowly) work on a large spell update, but if this is in-- it's been a long term goal of mine to add this-- then SD added it. If so, awesome, but I'm not sure about the red knight. Hopefully as can chime in.
I'm not sure, just saw it in the opening post I think. Regardless, Tweaks allows you to take any stronghold so it's not really an issue.
That spreadsheet may be out of date. It is not @ineth 's fault--I really appreciate them putting it together-- it's ultimately my fault. Heh, there are a lot of moving parts in this mod and the mystic is SD's thing. He may have made a change to the mystic--or to Jaheira-- since the spreadsheet was last updated.
Ah no problem, couldn't tell how recent it was but it's still a good indicator of what this mod does. I generally avoid mods like this because the scope of the changes usually seems to lead to more issues than it's worth for me. But this mod seems to have transitioned from 'cool idea' to 'well implemented, playable, just making some improvements' some time ago. Thanks for your work!
It shouldn't mess with your game as far as I can see.
Alright I'll press on, unless @subtledoctor thinks Jaheira wouldn't play as intended. Btw, not completely sure if it's this mod but she started out with about 3,500 xp, enough to level the mystic part as soon as I got her. Fixed that with EE Keeper, but just thought I'd mention it.
@Grammarsalad, was installing this onto BGEE 2.5.16.4 Beta and BG2EE 2.5.16.6 and on both, the Sphere System didn't install due to an error:
Adding B_D_DWA to internal list of available DLGs ERROR: internal label [B_dom01_42] appears 2 times in processed DLG [B_D_DWA] ERROR: postprocessing [B_D_DWA]: Failure("cannot resolve label") Stopping installation because of error. Stopping installation because of error. Stopping installation because of error.
I have uploaded a copy of the debug for BG2EE for further scrutiny.
Thanks Gus
Thanks for the info. Ugh, that looks like the sphere system. I really hope something hasn't changed in the latest update that borks the sphere system. I haven't tested the mod on 2.5 yet, so this is a good opportunity to do so. It'll probably be a couple of days. I'll have a lot of time on Saturday
Comments
Cast the spell, and you will then be able to select your deity.
On the topic of the search function not being very good. I would agree. Google will find the page much better. Use Beamdog and Baldur's as the first two search terms, add other relevant terms "faith and powers" for example.
Does IWDification fit well with the sphere system and would you recommend it wit FnP ?
I'm still not able to address the problems above. Stuff happening
It is a kit that I have found when I was using EE Keeper, and I think that it comes from Faith 'n Powers.
Firstly, am I correct in this?
Seconly I think that it is a Paladin Kit.
Am I correct in this?
I cannot create a Cherub of the Ruby Rose Character using character creation at the beginning of a game. If my above assumptions are correct, could you explain why I can't create a character with this kit?.
I could be totally wrong as my head is blurry with too many things, but I wanted to ask.
I am thinking that the powerful magic of Near Infinity might be needed. What thinkest thou?
I looked at it in Near Infinity and got these images.
I cannot understand why either of my Champions cannot use it. Clearly my Zealots shouldn't be able to.
Any suggestions?
I am thinking this might be a Mod conflict between Dark Horizons and Faith 'n' Powers. What do you think?
Can you suggest a work-around or solution for such conflicts? There are others of a similar nature.
STEP 3 from the Compatibility Tutorial:
- For class, enter 'cleric' 'acolyte' 'druid' 'mystic' 'occultist' 'champion' 'zealot' 'ranger' or 'scout'.
---
How do I make it compatible with Shaman?
Thanks!
I made the Dreadful Witch (from I Hate Undead) compatible with FnP's sphere system.
Maybe it is the kit usability? What kit is Ajantis?
As is, it is only usable by Berserkers, Cavaliers, Inquisitors, Undead Hunters, Archers, Beastmasters, and Cleric of Talos.
A trueclass Fighter or Paladin could not even use it, no trueclass character can.
There are several vanilla NPC's that can use it, only because by default they have an invalid kit (and therefor not subject to kit unusable flags).
Is there a way that I could make it useable by Champions etc. using Near Infinity? I'm not very familiar with it.
If I can correct this item, then I'm sure that I could correct the others.
Un-checking the kit flag labeled "Generalist(6)" will open it up to trueclass characters. This is probably all you need for Champions.
Un-checking the kit flags for "Abjurer(6)", "Conjurer(7)", "Diviner(0)", "Enchanter(1)", "Illusionist(2)", "Invoker(3)", "Necromancer(4)", "Transmuter(5)", and "Wild Mage(7)" will open it up to those (Fighter->Specialist) and (Specialist->Fighter) Dual-classes.
Un-checking the kit flags for "Assassin(2)", "Bounty Hunter(3)", and "Swashbuckler(4)" will open it up to those (Fighter->Thief_Kit) and (Thief_Kit->Fighter) Dual-classes.
"Stalker(0)", "Kensai(2)" and "Barbarian(6)" are correct.
"Blade(5)", "Jester(6)", and "Skald(7)" are not wrong, but still redundant, unless they are being hijacked by another mod.
I don't know why "Wizard Slayer(1)" is checked and "Archer(7)" or "Beastmaster(1)" aren't, unless you have other mods altering their specific armor rules.
Thanks!
DH had made the armour compatible with all the standard paladin kits (Cavalier, Inquisitor etc.) but had not envisioned these being replaced by the Champion kits.
Nobody's fault at all.
However from the description of the armour it is clear that it should be useable by Champions which was made possible by unticking that one box.
I will now have to decide from the description whether it should be useable by clerics.
Now that I know how to do it, I will be able to rectify similar problems in the future.
Thank you for investigating this.
* Is the Knight being able to able to get Master proficiency with weapons implemented? I wasn't able to put 3 pips in anything during character creation. Though that might be an intentional part of the game.
* On starting I had blue scroll in my inventory, is this supposed to do anything or is it a leftover of a previous system? Using it through quickslots didn't do anything other than it disappearing.
* Does the Knight also get the warrior stronghold in BG2 like the Gloryblood?
* I just met up with Khalid and Jaheira, and as someone pointed out on the previous page, Jaheira is a fighter/mystic rather than a fighter/druid. She also has a blue scroll, the select deity ability, and access to spells like Contingency (according to your sheet pure Druids should have Major access to the knowledge sphere, but multiclass druids shouldn't). Is this going to affect my game, and is there any way to fix it?
Thanks in advance
This is embarrassing, but it's been so long, I'm not sure anymore.
Okay, looking at the code on github, that should be implemented.
If you have another mod, like subtleD's SoB, that alters proficiencies, that may be why you can only select one pip at first level. What is your mod setup like?
This should be a leftover from the previous implementation. Sorry about that, we'll address it in a future update.
Wow, does the Gloryblood? Lol, sorry, I've been away for a bit and @subtledoctor has been maintaining the mod. He still is as I (slowly) work on a large spell update, but if this is in-- it's been a long term goal of mine to add this-- then SD added it. If so, awesome, but I'm not sure about the red knight. Hopefully as can chime in.
That spreadsheet may be out of date. It is not @ineth 's fault--I really appreciate them putting it together-- it's ultimately my fault. Heh, there are a lot of moving parts in this mod and the mystic is SD's thing. He may have made a change to the mystic--or to Jaheira-- since the spreadsheet was last updated.
It shouldn't mess with your game as far as I can see.
At the start you can only get 2 pips in any weapon. This is true for fighters as well in EE. However Glorybloods can get a third pip at level 3, as can fighters. I put two pips in a melee weapon, one pip in a ranged weapon and one in dual wielding at the start of the game. Having to put pips in other places is not a bad thing. In BG1 ranged warfare is quite powerful.
However, if for RP reasons you want to put all the pips in a melee weapon, you can always use EE Keeper.
You can never get more than three pips in any weapon but you can get three pips in dual wielding as well if you are a Gloryblood.
Adding B_D_DWA to internal list of available DLGs
ERROR: internal label [B_dom01_42] appears 2 times in processed DLG [B_D_DWA]
ERROR: postprocessing [B_D_DWA]: Failure("cannot resolve label")
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
I have uploaded a copy of the debug for BG2EE for further scrutiny.
Thanks
Gus
Thanks for the quick replies!
I figured that was the case, thanks for confirming. Yes it's been a while since I've played through BG1, I'd forgotten or never realized how quickly some of the early enemies die if you have an entire party shooting at them from a distance. The pip in Longbows was definitely a good choice. Not very Paladin-like, but seems to fit these kits. Looking forward to seeing my guy in action! Seems to have been answered, but just in case; nothing that radical I think. Off the top of my head I have NPC project, UB, Tweaks, minor NPC portraits, and SCS. I'm not sure, just saw it in the opening post I think. Regardless, Tweaks allows you to take any stronghold so it's not really an issue. Ah no problem, couldn't tell how recent it was but it's still a good indicator of what this mod does. I generally avoid mods like this because the scope of the changes usually seems to lead to more issues than it's worth for me. But this mod seems to have transitioned from 'cool idea' to 'well implemented, playable, just making some improvements' some time ago. Thanks for your work! Alright I'll press on, unless @subtledoctor thinks Jaheira wouldn't play as intended. Btw, not completely sure if it's this mod but she started out with about 3,500 xp, enough to level the mystic part as soon as I got her. Fixed that with EE Keeper, but just thought I'd mention it.
@Satrhan let me know if you have any issues