Bug Report (v3.7.3) -> Called Shot: Sleep -> Upon a failed save vs breath (shouldn't it be vs spell as per ability description?) the combat log says "Unconscious", the target falls down but he/she can actually move (i.e., if you click/tap onto the ground, the target wakes up immediately and reaches the selected destination......) -> Sleep and Unconsciousness are currently broken in v2.5 beta.....
the combat log says "Unconscious", the target falls down but he/she can actually move (i.e., if you click/tap onto the ground, the target wakes up immediately and reaches the selected destination......)
That's sounds like v2.5b - Sleep and Unconsciousness are currently broken in the beta.
the combat log says "Unconscious", the target falls down but he/she can actually move (i.e., if you click/tap onto the ground, the target wakes up immediately and reaches the selected destination......)
That's sounds like v2.5b - Sleep and Unconsciousness are currently broken in the beta.
Yeah, I was playing v2.5 beta, thanks for the info. This would also explain why there is no portrait icon on the target, right?
Hi SD, I was wondering if you could offer some advice on stacking M&G with Monastic Orders of Faerun? I ran the recommended order from M&G, but seem to have lost the Monk by way of Rogue / multi-class options. Do you figure that not installing Multiclass Kits will resolve that?
And on a similar note, did you still have plans to introduce a Psionic version of the Monk? Cizz that sounds -fantastic-
Thanks again for a great bunch of mods, I can't imagine running the game without a few of yours.
If you're making a Monk kit (as opposed to a Thief kit themed as a Monk), then the process is identical to any other kit. All Monk kits make use of MFIST.2da for their unarmed progression (for better or worse). Pretty sure that's the only major thing to note.
Alternatively, what if you just added a set of Unarmed Fighting feats to MnG?
@subtledoctor "Objection: using this defensive Bladesong would make you strictly better than another back-row caster! OP! Response: a bard is limited to lower-tier spells; typically you want back-row casters bombing big magic. "
Bards can already pretty easily break the power curve of single classes due to their sheer versatility. I don't see it being any more Overpowered than any multiclass the vanilla game ships with.
Aside from the hilariously bad name of "SingBlader" nothing comes to mind immediately.
Yeah, you're stuck with 6th or 7th level spells, so it's not that OP, especially later on. Also, if your backrow casters get attacked in melee, something went wrong.
On the note (!) of Bladesingers: I think that the current F/M kit is a bit "thin", with just the special ability. I liked it before where they were limited to light armour, but could High Master any single handed sword. Perhaps they even deserve some extra bonuses: being limited to onehanded weapons/fencing and light armour is a drawback compared to regular F/M.
On the note (!) of Bladesingers: I think that the current F/M kit is a bit "thin", with just the special ability. I liked it before where they were limited to light armour, but could High Master any single handed sword.
Isn't that still part of the kit abilities? Honestly I forget.
I was also, last month, thinking of doing something a bit more radical for Bladesingers... like, since they are 1-handed specialists, and their proficiency choices are limited (fewer weapons, fewer styles), to allow them to get more points in SWS, like 4 stars compared to 2 for most folks. And give cool bonuses for mastery in the style, like increased APR a là SoB. (Of course it would have to take into account the SoB weapon styles, if it came to that.)
That would be totally awesome.
The kit description only lists the special ability Bladesong.
I love the concept of the feats for rogue and warrior characters, but I was wondering how I could make it so certain kits can have access to them as well. I'd like to make it so some kits that feel a little underwhelming in my game can get some feats at a slower pace than unkitted classes, but I'm an absolute novice when it comes to making mods or editing mods in BG, though I have plenty of experience in other games. Where would I go about making these edits to accomplish this? I don't want to ask you to make a branch specifically for me, that would be silly. Plus most of the kits I want to add the feats to are not from your mods, but other mods that have cool concepts.
@subtledoctor Oh this is perfect. They're mostly kits that I like the concepts behind in packs but are kind of more thematic than actually balanced. Everything in MnG and the likes imo are really good. But it's when I incorporate new kits (mostly ones that come in a pack, like TDD just for an example) that some either just don't stack up well or were made to be basically the kitless class but with some themed restrictions so they end up coming up wildly underpowered compared to what they should be comparative to all the other kits.
Thank you for this. While I have your attention, I remember FnP needing IWD spells either from IWDification or your guys' version that I think was IWDEE spells. But I can't find anything about this anymore and following mod projects is rough after a break. Is this no longer a requirement and is built into the mod, or just something I am missing and it's still needed to have IWD spells from somewhere. Or I could be completely wrong in which case, whoops lol.
@subtledoctor If I wanted to make my own feat list for a class, how would I go about that? So far I've copied one of yours and renamed the dialog extensions to my custom one (instead of linking to fighter_xx it links to myname_xx for both the top and bottom parts. But I'm not sure if weidu will use the file. Do I need to make any changes to your file read by the weidu exe to use those files?
I'm trying to make a sort of commander style feat list so I'm trying to remove the stat feats and include just like buffs and such, I have my list all made out but, like I said I'm not sure it will be used.
@DymeDef adding new custom feat lists would be a lot more work, a lot more to edit. There is code strung all through the Feats component that would need to added to... I can't even think of it all right now, off the top of my head.
Ideally someday I would modularize this feat system, and create functions to generate custom per-kit feat lists on the fly, in Weidu. It wouldn't be so different from what we do in Faiths & Powers, at least in broad concept. And it would be quite useful, since it would make it easy for us to then add wizard feats in Tome & Blood and priest feats in Faiths & Powers.
But it would take a ton of time, and I have just about zero right now.
For now, a quick-and-dirty solution would be to just use the .BAF/.BCS code I put up there to direct kits to one of the dialogues I already include in the mod. Between the various different ones there you could at least give different kits different flavor.
Gotcha, and if I say wanted to add a feat to a list (like the flaming weapon to the fighter list) I could just copy it from the Corsair list and change the corsair parts to the fighter like the other entries but with a unique number instead of one being used? Looking like this:
IF ~GlobalLT("D5_FLAMEW","LOCALS",1)~ THEN REPLY @20151 GOTO d5_fight_96
and at the bottom:
IF ~~ THEN BEGIN d5_fight_96 // flaming weapon SAY @20152 IF ~~ THEN REPLY @20098 DO ~IncrementGlobal("D5_FLAMEW","LOCALS",1)~ DO ~ApplySpellRES("D5_RFC6",myself)~ EXIT IF ~~ THEN REPLY @20097 GOTO d5_fight END
The only thing I changed was the corsair bits to fighter (Bolded) and used a number at the end you weren't already.
If I wanted to add to a list, could I do so by copying the top and bottom parts from the list I wanted from and change the name and number to the right one (fight for fighter) and use a number not already in use on that file? Bolded parts are what I changed from the corsair files entry and 96 isnt used in the fighters one.
IF ~GlobalLT("D5_FLAMEW","LOCALS",1)~ THEN REPLY @20151 GOTO d5_fight_96
IF ~~ THEN BEGIN d5_fight_96 // flaming weapon SAY @20152 IF ~~ THEN REPLY @20098 DO ~IncrementGlobal("D5_FLAMEW","LOCALS",1)~ DO ~ApplySpellRES("D5_RFC6",myself)~ EXIT IF ~~ THEN REPLY @20097 GOTO d5_fight END
@subtledoctor Gotcha, well I followed how every other one was formatted so well find out. I don't think it will be a problem unless there was specific code that makes weidu only use stuff in the files that it's looking for specifically, if not I don't see why it shouldn't just work.
And if not, oh well. Ill let you know of it works though as im sure im not the only ones whos ever been interested in doing some minor alterations to your fantastic work.
Comments
Bug Report (v3.7.3) -> Called Shot: Sleep -> Upon a failed save vs breath (shouldn't it be vs spell as per ability description?) the combat log says "Unconscious", the target falls down but he/she can actually move (i.e., if you click/tap onto the ground, the target wakes up immediately and reaches the selected destination......)-> Sleep and Unconsciousness are currently broken in v2.5 beta.....And on a similar note, did you still have plans to introduce a Psionic version of the Monk? Cizz that sounds -fantastic-
Thanks again for a great bunch of mods, I can't imagine running the game without a few of yours.
Alternatively, what if you just added a set of Unarmed Fighting feats to MnG?
Response: a bard is limited to lower-tier spells; typically you want back-row casters bombing big magic. "
Bards can already pretty easily break the power curve of single classes due to their sheer versatility. I don't see it being any more Overpowered than any multiclass the vanilla game ships with.
Aside from the hilariously bad name of "SingBlader" nothing comes to mind immediately.
(Singer/songwriter, yes? Ahaha. Oh. I'll see myself out.)
On the note (!) of Bladesingers: I think that the current F/M kit is a bit "thin", with just the special ability. I liked it before where they were limited to light armour, but could High Master any single handed sword. Perhaps they even deserve some extra bonuses: being limited to onehanded weapons/fencing and light armour is a drawback compared to regular F/M.
The kit description only lists the special ability Bladesong.
Thank you for this. While I have your attention, I remember FnP needing IWD spells either from IWDification or your guys' version that I think was IWDEE spells. But I can't find anything about this anymore and following mod projects is rough after a break. Is this no longer a requirement and is built into the mod, or just something I am missing and it's still needed to have IWD spells from somewhere. Or I could be completely wrong in which case, whoops lol.
I'm trying to make a sort of commander style feat list so I'm trying to remove the stat feats and include just like buffs and such, I have my list all made out but, like I said I'm not sure it will be used.
Thanks
IF ~GlobalLT("D5_FLAMEW","LOCALS",1)~ THEN REPLY @20151 GOTO d5_fight_96
and at the bottom:
IF ~~ THEN BEGIN d5_fight_96 // flaming weapon
SAY @20152
IF ~~ THEN REPLY @20098 DO ~IncrementGlobal("D5_FLAMEW","LOCALS",1)~ DO ~ApplySpellRES("D5_RFC6",myself)~ EXIT
IF ~~ THEN REPLY @20097 GOTO d5_fight
END
The only thing I changed was the corsair bits to fighter (Bolded) and used a number at the end you weren't already.
If I wanted to add to a list, could I do so by copying the top and bottom parts from the list I wanted from and change the name and number to the right one (fight for fighter) and use a number not already in use on that file? Bolded parts are what I changed from the corsair files entry and 96 isnt used in the fighters one.
IF ~GlobalLT("D5_FLAMEW","LOCALS",1)~ THEN REPLY @20151 GOTO d5_fight_96
IF ~~ THEN BEGIN d5_fight_96 // flaming weapon
SAY @20152
IF ~~ THEN REPLY @20098 DO ~IncrementGlobal("D5_FLAMEW","LOCALS",1)~ DO ~ApplySpellRES("D5_RFC6",myself)~ EXIT
IF ~~ THEN REPLY @20097 GOTO d5_fight
END
And if not, oh well. Ill let you know of it works though as im sure im not the only ones whos ever been interested in doing some minor alterations to your fantastic work.