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[Kit Pack] Deities of Faerûn - v 1.9.7.5.1 [53 Cleric Kits and more for IWD, BG(2)EE and EET]

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Comments

  • RaduzielRaduziel Member Posts: 4,716
    RVNS said:

    so is there a way to download the dof and then just the sphere system from fnp?

    RVNS said:

    so is there a way to download the dof and then just the sphere system from fnp?

    FnP gives you the option of installing only the spheres, nothing else. This is install option 3, I believe.
    @RVNS

    Exactly.

    The only kits you must install before FnP's Sphere System are those that come with the game (Lathander, Tempus, Tyr, Talos, Helm). Every other kit you may install before or after.

    I strongly recommend that you install first DoF, then FnP's sphere system. If any new kit released call your attention, no problem. Just install it on top and you'll be fine.

  • RaduzielRaduziel Member Posts: 4,716
    Author's Note: Loviatar is being a pain.

    No pun intended.

  • Necromanx2Necromanx2 Member Posts: 1,075
    edited March 2018
    Thought I would call out that when you look at a class description in game (and character creation), the spheres of access are listed twice (see screenshot). Once under Armor and once under Abilities.



    Raduziel
  • subtledoctorsubtledoctor Member Posts: 11,383
    Oh yeah - you don't need to list the spheres, the sphere system does that automagically. (Only on English-language installs though, I think.)

    Raduziel
  • RaduzielRaduziel Member Posts: 4,716

    Oh yeah - you don't need to list the spheres, the sphere system does that automagically. (Only on English-language installs though, I think.)

    Thought I would call out that when you look at a class description in game (and character creation), the spheres of access are listed twice (see screenshot). Once under Armor and once under Abilities.



    Fixed, thanks :)

    I'm very surprised that I didn't notice this before - I install every kit at least three times before posting it.

    Some change of plans, as Loviatar is giving me a headache:

    v1.6 will contain only Loviatar and Talona

    v1.7 will contain the Dead Three (Myrkul, Bane, and Bhaal)

    v1.8 will contain Jergal, Azuth, and Kelemvor.

  • Necromanx2Necromanx2 Member Posts: 1,075
    I notice that the Cleric of Auril has cold resistance, but the kit description does not note this.

    Raduziel
  • RaduzielRaduziel Member Posts: 4,716

    I notice that the Cleric of Auril has cold resistance, but the kit description does not note this.

    Fixed, thanks!

    Are you using the Tenya component? I didn't test it very well.

  • Necromanx2Necromanx2 Member Posts: 1,075
    I installed it, but have not got Tenya yet.

  • Necromanx2Necromanx2 Member Posts: 1,075
    OK. I ran a group up and grabbed Tenya. The kit did not take. She shows as a cleric and does not have access to water sphere.

    Raduziel
  • RaduzielRaduziel Member Posts: 4,716

    OK. I ran a group up and grabbed Tenya. The kit did not take. She shows as a cleric and does not have access to water sphere.

    Ok, I'll try to fix that tomorrow. I am kind of busy ATM.

    Sorry about that.

  • Necromanx2Necromanx2 Member Posts: 1,075
    As a personal note, if Tenya could stay CN as alignment it would be nice. I know that Umberlee is CE, but all the mods dialog would look weird for a CE alignment (she tends to be nice and spares people in game).

    The kit itself for a PC can stay as is. This is just a comment for the Tenya portion.

  • RaduzielRaduziel Member Posts: 4,716

    As a personal note, if Tenya could stay CN as alignment it would be nice. I know that Umberlee is CE, but all the mods dialog would look weird for a CE alignment (she tends to be nice and spares people in game).

    The kit itself for a PC can stay as is. This is just a comment for the Tenya portion.

    Ok, did a quick fix and a quick test, Tenys should be a Waveservant now.

    The test was: started a new game, created Tenya using the console, Ctrl+Q her and she was a Waveservant.

    About the Alignment, I'll keep the CE for the moment but I'll think about that when I have the time. I'll try to do a run with her to know her better.

  • RaduzielRaduziel Member Posts: 4,716
    Version 1.6 is up and it contains:

    * Talona

    * Loviatar

    * Icon fixes (thanks @CamDawg )

    * String fixes

    --

    @Necromanx2

    For the Tenya component, it needs to be installed independently after everything else is installed. Otherwise, Weidu will read the Tenya mod after DoF and overwrite Tenya.cre.

    Notice it just now when testing Loviatar. All I had to do was run the fixed component (available in Github) after the Tenya mod, other things from DoF and the sphere system from FnP.

    If anyone knows how to improve this, I'm all ears.

  • Necromanx2Necromanx2 Member Posts: 1,075
    edited March 2018
    I loaded a save prior to first entering Tenya's area and now she becomes a Waveservant of Umberlee (following the steps you noted above with the new build).

    Though I would let you know that when installing kits, I see a message that says "internal ability name to long". I have attached a screenshot.



  • RaduzielRaduziel Member Posts: 4,716
    @Necromanx2 That is not an issue. Thanks anyway :)

  • RaduzielRaduziel Member Posts: 4,716
    Just a note:

    Mask is fixed. It can be fully used with FnP.

    It was not a FnP's error, as I initially thought, but one from DoF's. I sincerely apologize with @subtledoctor and @Grammarsalad for the false alarm.

  • Necromanx2Necromanx2 Member Posts: 1,075
    edited March 2018
    Does 1.6 have the fix?
    The one you put out earlier today.

  • RaduzielRaduziel Member Posts: 4,716
    edited March 2018

    Does 1.6 have the fix?
    The one you put out earlier today.

    Yes, but I just remembered to upload it like 10 minutes ago.

    Shame on me.

    To be fair, I was doing some more stress-tests to make sure that I would not burn anyone's PC.

    It is packed and labeled as 1.6 and available on Github.

  • RVNSRVNS Member Posts: 279
    Any chance Amuantor will make an appearance?

  • RaduzielRaduziel Member Posts: 4,716
    RVNS said:

    Any chance Amuantor will make an appearance?

    Well, he kind of already is...

    From the Forgotten Realms Wiki:

    Lathander revealed himself to be Amaunator in the Year of Blue Fire, 1385 DR, just after the Spellplague.


    As a specific deity, IDK. I have to study more about him to know if it wouldn't be redundant or a heresy against the timeline.

    F&A says that he is "dead":

    Over the centuries, many theories have been put forward by later scholars as to what ultimate fate Amaunator met. Some believe he was either absorbed into or became Lathander, others that he turned bitter and became At'ar, and yet others assert that he turned his back on Faerun and entered the pantheon of the lands of Kara-Tur or simply moved on to other crystal spheres. The truth is that with the loss of nearly all his followers in Netheril after its fall, Amaunator began the long, arduous, and painful process of dying of neglect. After about a millennium, he did not have enough power left to maintain the Keep of the Eternal Sun on Mechanus and was ruthlessly exiled to the Astral Plane His corpse now drifts with the endless astral tides, awaiting a day when some ambitious spirit may help him regain his once-proud heritage.

  • RaduzielRaduziel Member Posts: 4,716
    Good news: Bane and Bhaal are pretty simple to do.

    Bad news: Myrkul is not. I'll have to replace some of his abilities because they don't make sense in IE. Things like aging a target ou making one limb wither.

    And it is very impressive the number of abilities that are based on a whip. I think that someone on TSR was in love with a dominatrix.

  • Necromanx2Necromanx2 Member Posts: 1,075
    If I dual-class from something else to a cleric, do I get the option to select a kit?

  • RaduzielRaduziel Member Posts: 4,716
    edited March 2018

    If I dual-class from something else to a cleric, do I get the option to select a kit?

    @kjeron has a mod that allows dual-classing into a kit.

    I made all the kits available if you have its pre-requisite, but I never tested this myself. Should work.

    Be aware that there's an engine limitation that Kjeron brings up in his thread:
    kjeron said:

    * Level-up proficiency selection is still dictated as if an unkitted second class.

    In DoF that means that you'll be able to select any proficiency, but the kit's weapon's restriction still applies. So be careful to not waste any slot.

  • Necromanx2Necromanx2 Member Posts: 1,075
    edited March 2018
    I installed @kjeron mod last and I find it does not see your kits. I get the 4 vanilla specialist kits listed with their original descriptions (though they do work with your update of special abilities and spell picks). But my NE mage could dual into Tyr, Helm, Lathander, Talos, and Cleric. So it does not seem to play nice with this mod yet.

    EDIT: I uninstalled kjeron mod and find that the spheres I see listed at character creation and in game for Talos, Lathander, Helm, and Torm do not match what I see on page one of this post. They are getting 6 major access and 6-7 minor access.

  • RaduzielRaduziel Member Posts: 4,716
    edited March 2018
    @Necromanx2

    I'll check with @kjeron and will give you a feedback. Honestly, I have no idea of what happened and I'm absolutely ignorant when it comes to UI modding, so I can't even reverse-engineer it to find the problem.

    If you were getting odd spheres only for Talos, Lathander, Helm, and Tyr I would guess that you're with FnP's versions of the kit (that is the reason why I instruct to install DoF before FnP), but Torm in the mix does not make any sense to me.

    Sometimes when we add a new mod, Weidu reinstalls the other mods, that could make FnP come before DoF. It is the same issue that happens with the Tenya component. But again, that should not be touching Torm.

    I don't know how (or if it is even possible) discipline Weidu to make it install things in a pre-determined order. Until 11/03 I'll be on the hook, but I'll add the compatibility with Kjeron's mod on the top of my priorities.

  • Necromanx2Necromanx2 Member Posts: 1,075
    edited March 2018
    I meant Tyr, not Torm. The vanilla kit. Sorry.

    EDIT: I am only installing the sphere system from FnP. Should it do the kits for Talos, Helm, Lathander, and Tyr if I only do sphere system?

  • RaduzielRaduziel Member Posts: 4,716

    I meant Tyr, not Torm. The vanilla kit. Sorry.

    EDIT: I am only installing the sphere system from FnP. Should it do the kits for Talos, Helm, Lathander, and Tyr if I only do sphere system?

    Yes. I didn't exactly create new kits for those gods, I altered the ones that already existed, so the player wouldn't get two entries for Helm, two for Lathander, etc.

    So FnP reads the kits internal name (that is the same from vanilla) e gives its own spheres unless there are spheres previously designed for those kits. That's why the installation order.

    But Weidu doesn't respect it sometimes when we are adding a new mod: he uninstalls and reinstalls mods that already exists.

    As I said, is the exact same issue with Tenya and I think that it is quite easy to solve.

    Uninstall FnP's sphere system, rerun those four kits from DoF, reinstall FnP's sphere system.

    I know that it is a lot of trouble, I'll try to work on a solution for this if one exists. I don't think that any amount of coding will make Weidu understand what to do step by step between two completely different files.

    @subtledoctor maybe have some ideas.

  • subtledoctorsubtledoctor Member Posts: 11,383
    Not sure I follow the thread completely, but too much messing around uninstalling and reinstalling things will always cause trouble. I know it's different from the way mods work on other games, and it can be PITA, but with BG, discipline is rewarded.

    - Figure out what mods you want to install, and how they should be installed
    - Install everything from beginning to end
    - Play the game, from beginning to end
    - To change your mod setup, start with a 100% clean game folder from backup, and do the entire mod installation again.

    Raduziel
  • RaduzielRaduziel Member Posts: 4,716
    edited March 2018
    Well, that is my fault with so many releases. Can't blame the player for wanting to try it out.

    ------------------------------------------------------------------------------


    Just uploaded to Github (let's call it v1.6.2) some improvements for the summons.


    * Seeking Sword can no longer be blinded, poisoned, get a disease, and other things that should not happen with a sharp piece of metal

    * Bearvan's Treant now won't display strings for effects that it is immune (like poison)

    * Just to stress: Mask's fix was uploaded some time ago (in what I called 1.6.1)

    * Some icons were being replaced after FnP's install (like Smashing Wave getting the icon from Thorn Spray). Fixed.

    With that, I believe that everything made so far is running as smooth as possible so I can focus on the new components. Currently working on Myrkul/Bane/Bhaal - except for Bane, those are only for IWDEE.


    ------------------------------------------------------------------------------


    @Necromanx2 I just had the very same issue (kit overwrite) and to solve this I had to uninstall FnP completely, DoF completely and reinstall DoF and FnP, in that order.

    I thought that Weidu just added the newest mod on the top of everything, but apparently that's not how it works.

  • RaduzielRaduziel Member Posts: 4,716
    A quick version 1.6.3 is up on GitHub

    I removed the Group thing and now you can choose to:

    1) Install Everything

    2) Uninstall Everything

    3) Pick what you want.

    As someone who installs/uninstall this mod a lot the way it was designed previously was really making me angry.

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