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[MOD] The Power of Belief

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Comments

  • GeckopewpewGeckopewpew Member Posts: 1
    Can't wait for the new spells and items! :'(
  • AquadrizztAquadrizzt Member Posts: 757
    @Geckopewpew , yeah sorry it's taking so long. Coding spells in PST is a nightmare, and my focus has been on a new modding functionality for one of my other mods that I'll publish soon.
    JuliusBorisov
  • NickBluetoothNickBluetooth Member Posts: 38
    edited July 10
    I just had an interesting experience with this mod. I just installed The Power of Belief after installing a bunch of other mods, then loaded one of my old saves from before I installed them, right before becoming a Disciple of Aoskar. Aola made me a Lv 1 Priest with no Priest spells, I got mazed, I grabbed the Sledgehammer at the campsite, and I was attacked in the maze by a Shadow. My fists and Fist Irons were useless against it, and I thought I'd have no way to kill the damn thing. But then, in desperation, I tried equipping my unidentified Brimstone Sledgehammer, and it worked! I was able to murder two shadows with its glowing red might, and escaped. I guess this is a bug in this mod or one of the other ones I installed, or perhaps simply a result of installing it mid-game, but I'm glad it was unjustly equippable. Still, anyone who Aola makes into a Priest is pretty screwed if they're attacked by Shadows before switching back, unless they exploit a bug like I did.
  • PokotaPokota Member Posts: 467
    Hammers are traditionally cleric weapons in D&D, so I don't see an issue with that?
  • NickBluetoothNickBluetooth Member Posts: 38
    Pokota said:

    Hammers are traditionally cleric weapons in D&D, so I don't see an issue with that?

    Well, the Brimstone Sledgehammer is labeled as a Fighter-only weapon. I'm guessing maybe the way the mod is implemented makes it difficult for the game to differentiate Fighters from Clerics. I'm not complaining, though.
  • AquadrizztAquadrizzt Member Posts: 757
    @NickBluetooth, what do you mean you got no spells after leveling up? The whole level 0 thing is to make sure you receive priest spells propery.

    Also, from the top post

    ...changes to a handful of Maces and Warhammers to make them usable by Priest Nameless Ones...


    I'll work on item description patching at some point, but it is super tedious and annoying so I didn't bother with it yet.
  • NickBluetoothNickBluetooth Member Posts: 38

    @NickBluetooth, what do you mean you got no spells after leveling up? The whole level 0 thing is to make sure you receive priest spells propery.

    Also, from the top post

    ...changes to a handful of Maces and Warhammers to make them usable by Priest Nameless Ones...


    I'll work on item description patching at some point, but it is super tedious and annoying so I didn't bother with it yet.
    I just tried switching back to Priest with Mourns-For-Trees, and though the switch cutscene took about 25 seconds that time, I've got six Lv 1 Priest Spells now. I then reloaded a previous save from before I ever tried to become a Priest and retried Priest training with Aola. That time, it was about six seconds, but after I leveled up, I got the spells again. Maybe that one save was a fluke, or maybe I had the spells and didn't notice them.
  • AquadrizztAquadrizzt Member Posts: 757
    The time delay is unfortunately unavoidable because I'm asking the engine to do a binary search for your current experience so that it can recreate it when you switch. The reason it is so time consuming is because whenever it checks and finds that it needs to remember a value, it has to restart the entire script. I've taken steps to optimize the parts of the code that are run repeatedly, but I think its going to be like that for awhile.
  • NickBluetoothNickBluetooth Member Posts: 38

    The time delay is unfortunately unavoidable because I'm asking the engine to do a binary search for your current experience so that it can recreate it when you switch. The reason it is so time consuming is because whenever it checks and finds that it needs to remember a value, it has to restart the entire script. I've taken steps to optimize the parts of the code that are run repeatedly, but I think its going to be like that for awhile.

    No no, that's totally fine. As long as it switches the classes accurately in less than a minute, I really don't mind the wait too much. The modified hammers and maces will need their class descriptions changed eventually, but I suppose until then I can just guess and check to see which ones I can equip as a Priest.
  • AquadrizztAquadrizzt Member Posts: 757
    @NickBluetooth , the hammers/clubs that I updated are: Blind Terror, Death of Desire, Severed Arm, Club of Piercing, and Reason. Having checked the game files, the Brimstone Hammer can be used by Priests by default, but it isn't usable by Grace; that's not on me but I'll try to update its description when I do the description changes.
  • NickBluetoothNickBluetooth Member Posts: 38
    edited July 12

    @NickBluetooth , the hammers/clubs that I updated are: Blind Terror, Death of Desire, Severed Arm, Club of Piercing, and Reason. Having checked the game files, the Brimstone Hammer can be used by Priests by default, but it isn't usable by Grace; that's not on me but I'll try to update its description when I do the description changes.

    Sounds good. I also tried the Enchanted Hammer, the Baatezu Mace, and the standard Mace on Priest TNO and he could equip all three of them.
  • AquadrizztAquadrizzt Member Posts: 757
    @NickBluetooth , I'd classify that as "working as intended", but if you come across any weapons that you think shouldn't be Priest compatible, please let me know.
  • NickBluetoothNickBluetooth Member Posts: 38
    This isn't really a bug since it probably won't show up in-game, but I was going over some of the mod's files in NearInfinity, and the general descriptions for the Priest tattoos are that of the Tattoo of the Bonesinger. Their identified descriptions are as expected, but the other tattoos' identified and general descriptions are the same, so you might want to update them at some point just for accuracy's sake. I suppose that would entail adding two "SAY UNIDENTIFIED_DESC @" statements to the installer.
    JuliusBorisov
  • AquadrizztAquadrizzt Member Posts: 757
    @NickBluetooth , noted but I don't think you should ever see the unidentified descriptions of the items. The tattoos can only come from Fell, and all of his tattoo's are identified by default. I'll add in a bit of code to fix this the next time I get a chance.
    JuliusBorisov
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