Installing [Bardic Wonders: Abettor of Mask Kit] Copying 1 file ... Copying 1 file ... Adding C0ABETT Kit ... ERROR: BIFF [.\DATA\DEFAULT.BIF] has file entries 0--153, cannot extract file at entry 164 (this BIFF and your KEY file don't match) ERROR: BIFF [.\DATA\DEFAULT.BIF]: unable to extract file 164
ERROR locating resource for 'getting 2DA lines' Resource [KITLIST.2DA] not found in KEY file: [./chitin.key] Stopping installation because of error.
ERROR Installing [Bardic Wonders: Abettor of Mask Kit], rolling back to previous state Will uninstall 18 files for [BARDICWONDERS/SETUP-BARDICWONDERS.TP2] component 0. Uninstalled 18 files for [BARDICWONDERS/SETUP-BARDICWONDERS.TP2] component 0. ERROR: Failure("resource [KITLIST.2DA] not found for 'getting 2DA lines'") PLEASE email the file SETUP-BARDICWONDERS.DEBUG to Artemius_I Using Language [English]
The Jester's Chain is massively disappointing for two major reasons. One, its intended users, jesters, can't wear it very well due to it disabling casting. Two, it's pretty garbage, especially for the number of tokens you need to give up to acquire it. This is a major error that must be fixed. The improved jester's chain no longer disables spellcasting and provides a jester with an armor class bonus vs. missile weapons. However, the armor may be unpredictable - the wearer has a small chance to cause a wild surge with any spell they cast while wearing the armor. Fortunately, jesters gain a slight edge by having the protection of a Chaos Shield.
Also, the armor is now significantly more colorful. No self-respecting jester would settle for less.
You are amazing. This is everything I ever wanted.
I seem to be having trouble with the dancer kit. consoled a character to 45, took the dancer HLA song but it doesn't appear to be working. What info would you need to see to help fix the problem? Checking the character tabs, nobody seems to be getting the extra 1 attack per round or the appropriate damage/hit roll increases.
PC has a base AC of -2, 2 Attacks per round with a quarterstaff, and a THAC0 of 0. When the bard song is playing, AC goes to -8, THAC0 goes to -4 and Attacks per round stays at 2. I seem to be getting the lvl 11 song bonuses and not the HLA version. Also, I'm not frozen in place.
The party NPC has base AC of 5, to hit of 18, damage of 1-10 and APR of 1. With the song, AC goes to 1, THAC0 to 11, damage and APR remain the same.
As a side-note, it's a large install. I do have Rogue Rebalancing and Song and Silence installed but bardic wonders is afterwards. M&G is installed afterwards with the bardic component. is M&G somehow interfering with this mod?
*Edit* did an install of just bardic wonders....bardic wonders only works as described. So it must be something with one of the other bardic change kits doing something wonky. Although when i tried out the Troubadour kit, everything worked fine.
Edit2: did an install of M&G first, than bardic wonders....dancer class worked as expected.
I haven't had the chance to actually try any of these kits yet, but just the descriptions alone look awesome!
Is there any chance that you might create a version of this mod for IWD? Some of these (especially the Troubadour) look like they could have a huge impact in that game.
Can reproduce... sort of. This isn't actually anything I did in particular, but the scroll for Stoneskin is a little strange in that it has a bunch of 'unusable' flags for certain kits that other scrolls don't. This causes an unintended interaction with the troubadour that causes it to get red highlighted. However, I just tested and I still have the option of scribing it into my spellbook even though I can't 'use' the scroll.
Is anyone else encountering any bugginess related to the pickpocket skill? When I create a troubadour in BG2:EE with 18 dext, the PP skill is initially listed as 85%, but after I select the character's skin/clothes colors and voice set, the skill plummets to 25% and the character begins the game with that.
All kits now get distinguished colors at character creation
Fixed Lore and Pick Pocket modifiers across kits
Added Deathsinger kit
Abettor of Mask: unchanged
Dancer: Pick Pockets bonus removed, may now put 3 points in TWS, Adrenaline Rush now increments fatigue instead of inducing temporary luck penalty, no longer fatigues after 18th level
Storm Drummer: +20% bonus to electrical damage dealt
Troubadour: Lore penalty removed, spell selection changed to: Cure Light Wounds, Aid, Cure Medium Wounds, Cure Serious Wounds, Mass Cure, Heal
Advantages: – Receives a +15% bonus when scribing scrolls from the Necromancy school. – Receives a +2 bonus when making Saving Throws against spells from the Necromancy school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school.
Don’t quote me on this as I could be very wrong but it seems like attaching a specialist’s usability will also grant its benefits even if the kit isn’t for a Mage. I seem to fail at scribing non-Necromancy scrolls with the Deathsinger more often even at capped Intelligence. Unfortunately this is one of those things that’s really hard to confirm because there’s very few indicators that show how it works.
I've asked this because I've tried to do the same for my Undead Slayer kit (from I Hate Undead) and all my tests showed that even with the usability flag the aforementioned characteristics don't apply. All I could do was keep it from using Illusion.
No penalty enforced with Necromancy spells, no bonus against Necromancy spells, and no bonus to scribe scrolls.
To test the bonus I've tested an Undead Slayer, a regular wizard and a Necromancer against Tarnesh's Horror. The US and the regular wizard had pretty much the same failure rate, while the Necromancer resisted better.
To test the penalty I've tested the same crew casting Finger of Death against Firebead. Again the Necromancer stood out having a higher success rate.
To test the scribe scrolls I've created an Undead Slayer with 18 Intelligence (85% to learn spells). And his success rate scribing Necromancy and non-Necromancy scrolls were pretty much the same. I've also tested by giving the same wizard 23 Intelligence (99% to learn spells) and checking how often he would fail to learn non-Necromancy spells - his success rate was pretty high (IIRC the only spell that he failed to copy was Chill Touch).
I'm not entirely sure of my results either, but I think that you're out of luck here.
I checked this mod on IWD:EE, and it kinda works, but not fully. Storm Drummer's song not working at all when he gets his HLA (I installed mod for HLAs in IWD), and Dancer's increased damage song is not showing in character stats, although character deals modified damage.
And the 5% chance to cast Adrenaline rush is much higher, it casts almost instantly and affects only dancer. Is there a chance for you to fix it?
That "invalid" is there only because I changed the language to take screenshots, in my language it's normal "Adrenaline rush".
I was wondering if you can add a component that removes race restrictions from your bard kits? Because I assume they follow the vanilla-game restrictions with human and half-elf only?
Okay, I'll throw this into the next update, but in the meantime there's a few other mods that do this already. Tweaks Anthology is the most common, and my Warlock mod does the same to enable the kit for all races.
The Free Action portion of my troubadour's 9th lvl song isn't working. The buff shows up on all characters, but still stuck in web/grease, etc. Great mod. Thanks for help!
@AionZ I have another question if I may, does this mod enable higher level spell-casting for bards as well? If not, is it compatible with rouge rebalancing?
Troubador was fun, but holy cow is their HLA annoying. It's noisy and flashy and plays constantly. I ended up turning it off because it was too distracting. I suggest changing it back to the simple sound effect bard song has since we can always see the effects on the portraits.
1. Does this mod apply any kits to NPCs?
2. Is there anything special about this kit that would make me want to install it after mods like Divine Remix, Song & Silence, Rogue Rebalancing, Refinements, or Might & Guile?
3. Is there an easy fix available for the bug mentioned for the Storm Drummer kit in the post before mine?
Comments
Argh. Fixed with an updated version. Hopefully.
That did it, at least for the dancer! Thanks!!
Installing [Bardic Wonders: Abettor of Mask Kit]
Copying 1 file ...
Copying 1 file ...
Adding C0ABETT Kit ...
ERROR: BIFF [.\DATA\DEFAULT.BIF] has file entries 0--153, cannot extract file at entry 164 (this BIFF and your KEY file don't match)
ERROR: BIFF [.\DATA\DEFAULT.BIF]: unable to extract file 164
ERROR locating resource for 'getting 2DA lines'
Resource [KITLIST.2DA] not found in KEY file:
[./chitin.key]
Stopping installation because of error.
ERROR Installing [Bardic Wonders: Abettor of Mask Kit], rolling back to previous state
Will uninstall 18 files for [BARDICWONDERS/SETUP-BARDICWONDERS.TP2] component 0.
Uninstalled 18 files for [BARDICWONDERS/SETUP-BARDICWONDERS.TP2] component 0.
ERROR: Failure("resource [KITLIST.2DA] not found for 'getting 2DA lines'")
PLEASE email the file SETUP-BARDICWONDERS.DEBUG to Artemius_I
Using Language [English]
PC has a base AC of -2, 2 Attacks per round with a quarterstaff, and a THAC0 of 0. When the bard song is playing, AC goes to -8, THAC0 goes to -4 and Attacks per round stays at 2. I seem to be getting the lvl 11 song bonuses and not the HLA version. Also, I'm not frozen in place.
The party NPC has base AC of 5, to hit of 18, damage of 1-10 and APR of 1. With the song, AC goes to 1, THAC0 to 11, damage and APR remain the same.
As a side-note, it's a large install. I do have Rogue Rebalancing and Song and Silence installed but bardic wonders is afterwards. M&G is installed afterwards with the bardic component. is M&G somehow interfering with this mod?
*Edit* did an install of just bardic wonders....bardic wonders only works as described. So it must be something with one of the other bardic change kits doing something wonky. Although when i tried out the Troubadour kit, everything worked fine.
Edit2: did an install of M&G first, than bardic wonders....dancer class worked as expected.
I haven't had the chance to actually try any of these kits yet, but just the descriptions alone look awesome!
Is there any chance that you might create a version of this mod for IWD? Some of these (especially the Troubadour) look like they could have a huge impact in that game.
The kits appear to be quite functional on the most up to date version of IWD:EE! I'll think about adding the items in somehow.
I'm currently running across this issue as well - is it intentional?
Can reproduce... sort of. This isn't actually anything I did in particular, but the scroll for Stoneskin is a little strange in that it has a bunch of 'unusable' flags for certain kits that other scrolls don't. This causes an unintended interaction with the troubadour that causes it to get red highlighted. However, I just tested and I still have the option of scribing it into my spellbook even though I can't 'use' the scroll.
Is anyone else encountering any bugginess related to the pickpocket skill? When I create a troubadour in BG2:EE with 18 dext, the PP skill is initially listed as 85%, but after I select the character's skin/clothes colors and voice set, the skill plummets to 25% and the character begins the game with that.
– Receives a +15% bonus when scribing scrolls from the Necromancy school.
– Receives a +2 bonus when making Saving Throws against spells from the Necromancy school.
– Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school.
How did you do that?
Don’t quote me on this as I could be very wrong but it seems like attaching a specialist’s usability will also grant its benefits even if the kit isn’t for a Mage. I seem to fail at scribing non-Necromancy scrolls with the Deathsinger more often even at capped Intelligence. Unfortunately this is one of those things that’s really hard to confirm because there’s very few indicators that show how it works.
I've asked this because I've tried to do the same for my Undead Slayer kit (from I Hate Undead) and all my tests showed that even with the usability flag the aforementioned characteristics don't apply. All I could do was keep it from using Illusion.
No penalty enforced with Necromancy spells, no bonus against Necromancy spells, and no bonus to scribe scrolls.
To test the bonus I've tested an Undead Slayer, a regular wizard and a Necromancer against Tarnesh's Horror. The US and the regular wizard had pretty much the same failure rate, while the Necromancer resisted better.
To test the penalty I've tested the same crew casting Finger of Death against Firebead. Again the Necromancer stood out having a higher success rate.
To test the scribe scrolls I've created an Undead Slayer with 18 Intelligence (85% to learn spells). And his success rate scribing Necromancy and non-Necromancy scrolls were pretty much the same. I've also tested by giving the same wizard 23 Intelligence (99% to learn spells) and checking how often he would fail to learn non-Necromancy spells - his success rate was pretty high (IIRC the only spell that he failed to copy was Chill Touch).
I'm not entirely sure of my results either, but I think that you're out of luck here.
And the 5% chance to cast Adrenaline rush is much higher, it casts almost instantly and affects only dancer. Is there a chance for you to fix it?
That "invalid" is there only because I changed the language to take screenshots, in my language it's normal "Adrenaline rush".
Yes, it’s supposed to function in the same way as shaman summons.
I was wondering if you can add a component that removes race restrictions from your bard kits? Because I assume they follow the vanilla-game restrictions with human and half-elf only?
Okay, I'll throw this into the next update, but in the meantime there's a few other mods that do this already. Tweaks Anthology is the most common, and my Warlock mod does the same to enable the kit for all races.
I am keen on allowing my new bards to be able to follow this type of spell casting development in accordance with this chart:
http://readme.spellholdstudios.net/rr_core.html#Proper_spell_progression_for_Bards
Thank you for clarifying
1. Does this mod apply any kits to NPCs?
2. Is there anything special about this kit that would make me want to install it after mods like Divine Remix, Song & Silence, Rogue Rebalancing, Refinements, or Might & Guile?
3. Is there an easy fix available for the bug mentioned for the Storm Drummer kit in the post before mine?