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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

  • UOLegacyUOLegacy Member Posts: 153
    Thanks. The new version worked. Everything installed perfectly.
  • RaduzielRaduziel Member Posts: 4,714
    @UOLegacy No problems. Hope you enjoy it.
  • Necromanx2Necromanx2 Member Posts: 1,246
    Raduziel, what were your thoughts on the Minor Death?
  • RaduzielRaduziel Member Posts: 4,714
    edited June 2018

    Raduziel, what were your thoughts on the Minor Death?

    Didn't come to a decision, but I'm prone to keep it as it is - maybe I'll extend its duration a little. The reason why it is taking so long is that I'm doing a quick run with a Gray One of Myrkul to check the balance properly - with this kit I can check the skeleton warrior and the minor death at the same time.

    So long both perform very well. Minor Death's resistances makes it great to absorb spells and to lure enemies to the center of area-of-effect castings.

    Its low Thac0 and AC, as well as the two attacks per turn delivering 2d8 each also make me worried about extending the duration.

    Anyway, I'm checking it. Sorry for taking this long to come back with an answer, @Necromanx2
    Post edited by Raduziel on
  • Necromanx2Necromanx2 Member Posts: 1,246
    No worries. I appreciate your consideration!
  • RaduzielRaduziel Member Posts: 4,714
    edited June 2018
    A productive day.

    RL gave me a 24h break and so I was able to make two kits today.

    The Seer of Savras is available on Github as a beta. It currently has a minor issue with the immunity to backstab, but I'm working to fix it. Other than that, no problems were detected by me.

    Savras is working as expected, the issue was probably some leftovers on my own install (I install and uninstall this mod a lot, trust me).

    Thanks @Bubb for pointing it out.

    Only one kit remains to close the 1.7 branch, makes de 1.7.9 official release and start working on the 1.8 family.

    Hope you guys enjoy it.
    Post edited by Raduziel on
  • RaduzielRaduziel Member Posts: 4,714
    Based on @Necromanx2 feedback I've decided to raise Minor Death's duration from 1 to 10 turns (as the other custom summons from DoF) to be on pair with the Skeleton Warrior.

    The altering is already on Github.

    Cheers.
  • MordekaieMordekaie Member Posts: 269
    When i unpack the 1.7.9 version of the mod, there are overwritten files (when the destination folder already has a file and the system asks your the permission to replace the existing file or not…). It happens with the Following files : RA3UMB8.cre ; RAUMB9.cre ; RAPR522.spl and RAPR316.cre.
  • RaduzielRaduziel Member Posts: 4,714
    Mordekaie said:

    When i unpack the 1.7.9 version of the mod, there are overwritten files (when the destination folder already has a file and the system asks your the permission to replace the existing file or not…). It happens with the Following files : RA3UMB8.cre ; RAUMB9.cre ; RAPR522.spl and RAPR316.cre.

    It wouldn't change anything in terms of gameplay, but it is fixed. Github makes a difference between a .cre and a .CRE file, so some were added twice.

    Fixed it, thanks for reporting @Mordekaie
  • RaduzielRaduziel Member Posts: 4,714
    edited June 2018
    A new kit is on Github as a Beta, the Necrophant of Velsharoon - BG(2)EE only!.

    No problems found so far, except for one that can be only detected if you dual-class into the kit while using FnP. And it is nothing game breaking, just a kit feature that is not being applied. I'm working on it.

    I decided that I'll do another kit before closing the 1.7 branch and moving it out of the beta status. After this extra release DoF will remain on hold until further notice, except for polishing and bug fixing.

    Maybe, just maybe, version 1.7 will close with kits for two NPCs from mods. I'm getting in touch with the owners of said NPCs.

    Thanks and hope you guys are enjoying it!
    Post edited by Raduziel on
  • UOLegacyUOLegacy Member Posts: 153
    I'm not getting the option of "Necrophant of Velsharoon". Please note that I'm using IWD: EE, so it also ignored the Kelemvor kit, but is Velsharoon not compatible with IWD: EE?
  • RaduzielRaduziel Member Posts: 4,714
    edited June 2018
    UOLegacy said:

    I'm not getting the option of "Necrophant of Velsharoon". Please note that I'm using IWD: EE, so it also ignored the Kelemvor kit, but is Velsharoon not compatible with IWD: EE?

    I forgot to add this piece of information: Velsharoon ascended to godhood after the IWDEE events, so it is only available to BG(2)EE.

    I've edited the previous post to prevent this kind of confusion.

    Thanks!
  • UOLegacyUOLegacy Member Posts: 153
    Excellent on keeping up with this accuracy. I never would've known otherwise.
  • RaduzielRaduziel Member Posts: 4,714
    UOLegacy said:

    Excellent on keeping up with this accuracy. I never would've known otherwise.

    Researching is the hardest part of DoF. Seeing the connection between deities, their correct time of ascension, defining its spheres, translating its powers into the IE engine...

    The coding per se is easy, especially because I get a lot of help from the community.

    Thanks for the support :)
  • MordekaieMordekaie Member Posts: 269
    @Raduzel

    Just to be sure (i am planning to manually install many mods on BG:EE E.3+SoD with the BigWorld Fixpack) :

    Can i use other parts of FnP (beside the Sphere system component which is needed for your mod) ?


  • RaduzielRaduziel Member Posts: 4,714
    @Mordekaie

    FnP is not mandatory, I just strongly recommend its use as adds lots of flavor to the kits.

    During my tests I came to the conclusion that the safest approach for DoF + FnP is using from FnP: spheres, ranger, paladin, and druid kits. Nothing related to clerics/acolytes.

    DoF deeply overhauls the cleric in order make all the custom alterings it makes. So another mod that touches the cleric tends to misbehave.

    Just be aware that Velsharoon needs to be installed after FnP.

  • RaduzielRaduziel Member Posts: 4,714
    A new kit is available for version 1.7.9 (Beta)

    Mistcaller of Leira!

    As this deity was killed during the Time of Troubles this is an IWDEE-only kit.

    I'm trying to fix the ridiculous tiny issue with Velsharoon before lifting the Beta status. After that, DoF will be on hold until further notice, except for bug fixing.

    Enjoy!
  • RaduzielRaduziel Member Posts: 4,714
    edited June 2018
    Version 1.7.9 is officially released and it contains:

    * Magistrati of Azuth (Cleric and Cleric/Mage)

    * Seer of Savras (Cleric and Cleric/Mage)

    * Necrophant of Velsharoon (Cleric and Cleric/Mage - BG(2)EE only!)

    * Mistcaller of Leira (Cleric, Cleric/Mage, and Cleric/Thief - IWD(2)EE only!)

    * Holy Strategist of the Red Knight (Cleric and Fighter/Cleric - BG(2)EE only!)

    * Bloodreaver of Garagos (Cleric and Fighter/Cleric)

    * An extension in Kelemvor's/Myrkul's Minor Death duration (from 1 turn to 10 turns)

    * Several spheres fixes (check the first page for more info)

    Enjoy!

    (Thanks for Velsharoon's awesome code, @kjeron !)
    Post edited by Raduziel on
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited June 2018
    Hi Raduziel, I was wondering if the cleric kits that are not allowed to wear any armor are able to wear wizard robes? Just curious as it would make sense for Azuth, Savras, and Velshaloon.

    EDIT: Looking at Velshaloon, I can't help thinking he is a bit over powered with magic (the Necromancy spells he gains are pretty significant). Should he not have just 5 major spheres as he is a minor deity even if it is of magic?
  • RaduzielRaduziel Member Posts: 4,714
    edited June 2018
    @Necromanx2 The lack of armor is supposed to be a heavy penalty to offset great powers - well, at least I think that this was TSR's wish. Based on that I'll keep it away from robes - unless it multiclasses or dualclasses to Wizard

    (And IDK how to make specific kits wear robes without allowing all the clerics to do so)

    ===============================

    Here's the methodology for spheres:

    Regular Deities: 5 Major, 4 minor.

    Combat-oriented Deities: 5 Major, 3 minor.

    Magic-oriented Deities: 6 Major, 4 minor.

    ---

    Regular Demipower: 4 Major, 3 minor.

    Combat-oriented Demipower: 4 Major, 2 minor.

    Magic-oriented Demipower: 5 Major, 3 minor.

    ===============================

    Combat-oriented is any deity/demipower that gives to its clergy at least one of the following features:

    * Hit Die above d8

    * APR as a Warrior

    * Ability to become at least Specialist in one or more weapons

    * Beserker's Enrage

    ===============================

    Magic-oriented is a more subjective approach but can be understood as any deity/demipower whose lore is related to the Weave and gets access to the Magic Sphere.

    I'll make a revision on all kit's spheres because I took too long to properly plan this spheres distribution system, but it is something that will be done during this week.

    To be honest, I didn't have much faith in DoF as a thought that it would be another ignored mod of mine - my perspective was that it would be completely overshadowed by FnP - so I initially released it as a personal mod made public. Today I'm quite surprised that I achieved 33 kits already. There's more 67 to finish my latest goal.

    After this 100 kits, I'll start the phase 2: Ranger & Druids - that should be way easier. Monks & Paladins are on a distant horizon. And honestly IDK if I'll have the will to get this mod beyond phase 1.

    Post edited by Raduziel on
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited June 2018
    OK. I agree about the armor given the extra spell abilities.

    Thanks as always!
  • RaduzielRaduziel Member Posts: 4,714
    @Necromanx2 You're welcome. DoF wouldn't be as half as it is without your feedback, patience, and motivation.
  • Necromanx2Necromanx2 Member Posts: 1,246
    I wish you were describing me. However, I think a better way of looking at it is that you modders keep making addicting things that I can't help wanting to play.
  • RaduzielRaduziel Member Posts: 4,714
    edited June 2018
    I went ahead and made a lot of fixes in the sphere system.

    I've kept the 1.7.9 number as it was just fresh-released. Everyone interested can check the first page to see which deities receive which spheres.

    The altered deities are Helm, Malar, Clangeddin, Tempus, Torm, Tyr, Selûne, Shar, Leira, Mask, Jergal, Red Knight, Savras, Velsharoon.

    Some of them received a sphere, some lost a sphere (based on the system stated a few posts above).

    This solves this issue. I'm labeling the "inconsistent spheres" bug as fixed.

    I strongly advise to redownload DoF from GitHub and reinstall at least the aforementioned components. If you're using Kjeron's Dual-Class-Into-Kits mod, don't forget to uninstall it previously and reinstall after DoF (as the author says that no kit mod should be installed after his mod).

    And don't forget that everytime a new kit is released the stronghold component need to be reinstalled i) if you wish to use the kit's custom stronghold line and ii) if it is not an IWD-EE exclusive kit.

    Cheers!
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited June 2018
    Hi @Raduziel, I am comparing the descriptions of spheres and I cannot see what changed for Velsharoon looking at the first post. Since I am blind, can you tell me what changed?

    EDIT: I installed and see Perdition is removed.
    Post edited by Necromanx2 on
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,535
    edited June 2018
    Raduziel said:

    Version 1.7.2 is up fixing the APR issue for enemy priests!

    Glad to see you managed to fix this issue!

    But you forgot to disable unkitted Cleric at CHARGEN...... I mean, it's currently possible to create a cleric that will receive extra APRs at level 7 and 13 and be able to get proficiency in every weapon ----> this is clearly unintended since the player is expected to choose a kitted cleric (with its own deity....)
  • RaduzielRaduziel Member Posts: 4,714
    @Luke93 I didn't forget, it was intentional. Only after the whole phase 1 of DoF that I'll hide the unkitted cleric.
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Raduziel, I tried the Velsharoon kit in BG2EE. I am noticing that he is not getting all his spells in the spellbook. For example:

    Here is what I see for 7th level spells in BG2EE:




    Here is what I see in BGEE:




    I used EEKeeper to give him 2million XP and I dont get the missing spells (though I do get the mage necromancy spells).
  • kjeronkjeron Member Posts: 2,368
    @Necromanx2 The missing spells are both imports from Icewind Dale - did whatever mod that adds them get skipped on your BG2EE install by chance?
  • RaduzielRaduziel Member Posts: 4,714
    @kjeron Ninjaed me.

    @Necromanx2 Velsharoon's code does not have a condition for BG(2)EE. It gives the same spells for both games.

    The part related to Kjeron's code searches for all necromancy spells and inserts it in the spellbook.

    The part related to my code gives the special abilities Chill Touch, Animate Dead, Wraithform, Gaseous Form, and Energy Drain.

    The part related to FnP's spheres is using the same structure as all the other kits.

    Do as Kjeron's says and check if these spells exist in the game and give me a feedback.

    Thanks!
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