I see shadow monk was upgraded to be able to use shadow adept items. Are nightsingers allowed to use them as well (basic items such as the dart, dagger, wand w/o taking damage, Shars potion, etc.?
Truth is I broke the Shadow Monk at some point by having the effect that is supposed to mark the kit as 'is a Shadow Weave user' target its alignment instead. I've just fixed that.
Regarding item usability - there are mage-only Shadow Weave items (robes and the like) but most items are usable for all kits in this mod.
Update to v1.8.7.
Adjusted Shadow Monk's proficiencies (BUGFIX)
Enabled Shadow Monk to use Shadow Magic items (BUGFIX)
That helps a good deal. I've been enjoying the quests and seeing all the nice new items while playing non-SW users, so naturally when I saw SA only on many items I wondered about the Nightsinger's (for potential trial) ability to use those. Thanks for the info.
A) The installation had errors, but luckily it seems that only the AI scripts (shadowadept/scripts/*.baf) were affected. I investigated the errors; here's what I found out (including the work-arounds I used to make it install): [spoiler]
1) gtimes.ids is missing some entries in IWD:EE
The mod's AI scripts use the SetGlobalTimer() action with time identifiers that are defined in the BG(2):EE gtimes.ids but not in the IWD:EE gtimes.ids, for example:
Workaround I've used: Copy the gtimes.ids file from BG2:EE to IWD:EE's override folder before installing the mod.
2) splstate.ids is missing some entries in IWD:EE
The mod's AI scripts use the CheckSpellState() trigger with spell-state identifiers that are defined in the BG(2):EE splstate.ids but not in the IWD:EE splstate.ids, for example:
Workaround I've used: Replace each occurrence of the CheckSpellState(...) trigger that uses one of the missing identifiers, with a simple False() trigger. Now the associated script-blocks might not fire when they should; hopefully that won't be a problem.
3) NearestAllyOf() is not supported in IWD:EE
The mod's AI scripts use the NearestAllyOf() test, which IWD:EE doesn't seem to support, to check if there's an ally in range – for example:
Workaround I've used: Replace each occurrence of NearestAllyOf(Myself) with Nearest([ALLY]). Not sure if that'll actually do the same thing, but at least now Weidu can parse it...
4) seq.ids uses different identifiers in IWD:EE
The mod's AI scripts use the CheckSpellState() trigger with sequence identifiers that are defined in the BG(2):EE seq.ids but are named differently in the IWD:EE seq.ids, for example:
SetSequence(SEQ_DIE)
The identifiers in question:
SEQ_CAST SEQ_AWAKE SEQ_CONJURE SEQ_DIE
(The IWD:EE versions are the same except without the SEQ_ prefix.)
Workaround I've used: Replace each occurrence of SetSequence(SEQ_ with SetSequence(.[/spoiler]My workarounds are just hacks to make it install, though... I'm sure you know much better how to make those scripts properly IWD:EE-compatible. Or if not, other modders like @kjeron will know.
B) I leveled up using the console, and tried a few shadow magic spells. The spell-selection dialog, the CON-cost mechanic, and the spells themselves all seem to work fine.
C) When I summoned my shadow familiar, it just stood there, unselectable, with the talk cursor appearing when I moved the mouse over it, but clicking it only printed a "has nothing to say to you" message to the console. So I killed it, rested for 24 hours, and it reappeared and was now properly selectable and controllable.
Updated to v1.9. All aforementioned issues have been fixed. I fixed the scripts by making an alternate file removing the incompatible scripts though. Those entries really should be in IWD:EE but I'd rather not override .ids files.
Sorry, I tried to install the latest download version on IWDEE. I get this error Adding C0SADEP2 Kit ... [./override/kitlist.2da] loaded, 7201 bytes [./override/KITLIST.2DA] loaded, 7201 bytes [./override/WEAPPROF.2DA] loaded, 82043 bytes
ERROR locating resource for 'getting 2DA lines' Resource [K_M_H.2DA] not found in KEY file: [./chitin.key] Stopping installation because of error. Stopping installation because of error. Stopping installation because of error.
I have not yet updated to 2.5 - maybe this is the reason?
Isn’t the current live version of IWDEE still 1.4? This mod will absolutely not work for any pre-2.0 game. I’ve installed it on a clean 2.5 IWDEE game with no issue.
Isn’t the current live version of IWDEE still 1.4? This mod will absolutely not work for any pre-2.0 game. I’ve installed it on a clean 2.5 IWDEE game with no issue.
Sorry for having bothered. I haven't read this. There are like 500 entries in this topic. OK, need to wait then for a later time.
Nightwalker hit points increased, attacks deal more damage
Shadow simulacrums no longer use Shadowstep
Enhanced Shade Lord: This new component gives a shadow adept PC a few new lines to respond to the Shade Lord, as well as a new power for defeating it. Additionally, there is an optional subcomponent to turn the Shade Lord into a shadow adept for a rather different battle. There is a 'hardcore' option for an 18th level Shade Lord that can cast up to 9th level spells, and a 'standard' version for a 14th level Shade Lord that can cast up to 7th level spells. It's a fairly small addition, but I think it's kinda fun to try out.
Spoilers on new content:
NOTE: In order to get the power, you MUST select the first response during the last line of dialogue.
Light's Requiem This dark hymn is a powerful aid to the Nightsinger. The song gives the Nightsinger himself a 10-point bonus to his Armor Class, 25% Magic Resistance and +5 to all saving throws. The song also inflicts a -5 penalty to THAC0, damage, saving throws and morale to all nearby foes.
The Shade Enclave is still a long ways off completion. Bear in mind that it won’t really follow the structure of a regular stronghold, but there will be a lot more for a shadow adept PC. When the component is ready the shadow adept will no longer be able to get the Planar Sphere.
So the next question ... If I start my adventure in BG II, will I have access to Shade Enclave if this component comes in during my adventure? Will it then be necessary to start again? That's an important question for me, because I do not know if I can wait if I can play slowly.
@RingStar It should be possible as long as you’re still in SoA. Unless you play really slowly though, I wouldn’t be worried about seeing the component done before you finish the game.
Comments
Updated to v1.8.51. It should be fixed now, but I haven't tried it out for myself.
Everything works perfectly! Thanks!
Truth is I broke the Shadow Monk at some point by having the effect that is supposed to mark the kit as 'is a Shadow Weave user' target its alignment instead. I've just fixed that.
Regarding item usability - there are mage-only Shadow Weave items (robes and the like) but most items are usable for all kits in this mod.
Update to v1.8.7.
Thanks for the info.
I tested this mod on IWD:EE now.
A) The installation had errors, but luckily it seems that only the AI scripts (shadowadept/scripts/*.baf) were affected. I investigated the errors; here's what I found out (including the work-arounds I used to make it install):
[spoiler]
1) gtimes.ids is missing some entries in IWD:EE
The mod's AI scripts use the SetGlobalTimer() action with time identifiers that are defined in the BG(2):EE gtimes.ids but not in the IWD:EE gtimes.ids, for example: The identifiers in question: Affected files: Workaround I've used: Copy the gtimes.ids file from BG2:EE to IWD:EE's override folder before installing the mod.2) splstate.ids is missing some entries in IWD:EE
The mod's AI scripts use the CheckSpellState() trigger with spell-state identifiers that are defined in the BG(2):EE splstate.ids but not in the IWD:EE splstate.ids, for example: The identifiers in question: Affected files: Workaround I've used: Replace each occurrence of the CheckSpellState(...) trigger that uses one of the missing identifiers, with a simple False() trigger. Now the associated script-blocks might not fire when they should; hopefully that won't be a problem.3) NearestAllyOf() is not supported in IWD:EE
The mod's AI scripts use the NearestAllyOf() test, which IWD:EE doesn't seem to support, to check if there's an ally in range – for example: Affected files: Workaround I've used: Replace each occurrence of NearestAllyOf(Myself) with Nearest([ALLY]). Not sure if that'll actually do the same thing, but at least now Weidu can parse it...4) seq.ids uses different identifiers in IWD:EE
The mod's AI scripts use the CheckSpellState() trigger with sequence identifiers that are defined in the BG(2):EE seq.ids but are named differently in the IWD:EE seq.ids, for example: The identifiers in question: (The IWD:EE versions are the same except without the SEQ_ prefix.)Affected files: Workaround I've used: Replace each occurrence of SetSequence(SEQ_ with SetSequence(.[/spoiler]My workarounds are just hacks to make it install, though... I'm sure you know much better how to make those scripts properly IWD:EE-compatible. Or if not, other modders like @kjeron will know.
B) I leveled up using the console, and tried a few shadow magic spells. The spell-selection dialog, the CON-cost mechanic, and the spells themselves all seem to work fine.
C) When I summoned my shadow familiar, it just stood there, unselectable, with the talk cursor appearing when I moved the mouse over it, but clicking it only printed a "has nothing to say to you" message to the console. So I killed it, rested for 24 hours, and it reappeared and was now properly selectable and controllable.
Updated to v1.9. All aforementioned issues have been fixed. I fixed the scripts by making an alternate file removing the incompatible scripts though. Those entries really should be in IWD:EE but I'd rather not override .ids files.
Is the current version of the INT/WIS/CHA bonuses documented anywhere?
Front page. Posting here too:
I get this error
Adding C0SADEP2 Kit ...
[./override/kitlist.2da] loaded, 7201 bytes
[./override/KITLIST.2DA] loaded, 7201 bytes
[./override/WEAPPROF.2DA] loaded, 82043 bytes
ERROR locating resource for 'getting 2DA lines'
Resource [K_M_H.2DA] not found in KEY file:
[./chitin.key]
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
I have not yet updated to 2.5 - maybe this is the reason?
Isn’t the current live version of IWDEE still 1.4? This mod will absolutely not work for any pre-2.0 game. I’ve installed it on a clean 2.5 IWDEE game with no issue.
Ah. Well spotted. That is in fact a typo. 17 INT and below get nothing, that is intentional.
EDIT: Now fixed.
- Added Enhanced Shade Lord component
- Nightwalker hit points increased, attacks deal more damage
- Shadow simulacrums no longer use Shadowstep
Enhanced Shade Lord: This new component gives a shadow adept PC a few new lines to respond to the Shade Lord, as well as a new power for defeating it. Additionally, there is an optional subcomponent to turn the Shade Lord into a shadow adept for a rather different battle. There is a 'hardcore' option for an 18th level Shade Lord that can cast up to 9th level spells, and a 'standard' version for a 14th level Shade Lord that can cast up to 7th level spells. It's a fairly small addition, but I think it's kinda fun to try out.Spoilers on new content:
NOTE: In order to get the power, you MUST select the first response during the last line of dialogue.
He has one...?
This dark hymn is a powerful aid to the Nightsinger. The song gives the Nightsinger himself a 10-point bonus to his Armor Class, 25% Magic Resistance and +5 to all saving throws. The song also inflicts a -5 penalty to THAC0, damage, saving throws and morale to all nearby foes.
This ability replaces the current Bard Song.
The Shade Enclave is still a long ways off completion. Bear in mind that it won’t really follow the structure of a regular stronghold, but there will be a lot more for a shadow adept PC. When the component is ready the shadow adept will no longer be able to get the Planar Sphere.
It should be possible as long as you’re still in SoA. Unless you play really slowly though, I wouldn’t be worried about seeing the component done before you finish the game.