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Necromanx2 said:In fact, I have to have my browser closed and disconnect my wifi for weido to even work (which is new).
In fact, I have to have my browser closed and disconnect my wifi for weido to even work (which is new).
Necromanx2 said:I did try a reboot. I'll try again tomorrow and see what happens.
I did try a reboot. I'll try again tomorrow and see what happens.
Necromanx2 said:For Tenya, I am not asking to update the mod iteself. I am asking if you can set something up in your mod to all me to add the kit to her (like you do for the NPCs). FnP does this.
For Tenya, I am not asking to update the mod iteself. I am asking if you can set something up in your mod to all me to add the kit to her (like you do for the NPCs). FnP does this.
Necromanx2 said:Ah! My bad.
Ah! My bad.
Necromanx2 said:@Raduziel, I got Brawen and she has the cleric of Mystra kit instead of Tempus.
@Raduziel, I got Brawen and she has the cleric of Mystra kit instead of Tempus.
Necromanx2 said:@Coutelier, is it ok if Raduziel provides an option to add a kit to Tenya when this mod is installed?
@Coutelier, is it ok if Raduziel provides an option to add a kit to Tenya when this mod is installed?
Raduziel said:Hi I would like to announce the new kitpack nobody wants: Deities of Faerûn!This kitpack is made of some components:Current Version: 1.2
Link to Download (Github)
The kits per se. At the moment there are 16 kits: Baervan, Baravar, Clangeddin, Cyric, Helm (revised), Ilmater, Lathander (revised), Mask, Mystra, Oghma, Shar, Sune, Talos (revised), Tempus (revised), Torm, and Tyr (revised)!Work In Progress: Selûne and Umberlee - I'm having a bad time trying to adapt their abilities from PnP to IE without making them useless.All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.The Holy Symbol is automatically granted once the cleric reaches level 25.On top of that, some kits receive new and exclusive spells as below:1) SUNERapture(Enchantment/Charm)Sphere: ThoughtRange: 15-ft/levelDuration: 2 turnsCasting Time: 6Area of Effect: 1 creatureSaving Throw: SpecialThis spell has two effects: when cast upon an ally it will put it on a state of bliss, raising its morale and banishing all effects of disease, fear, sleep, and charm. When cast upon an enemy the target must make a Saving Throw vs. Paralyzation or become stunned during the effect of the spell.---Emotion(Enchantment/Charm)Sphere: Benediction/DreadRange: Visual range of the casterDuration: See belowCasting Time: 4Area of Effect: 7-ft. radiusSaving Throw: See belowThe Heartwarder can inspire one of the following emotions of target:HOPE: This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain, during 1 hour, a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls. This spell nullifies all hopelessness effects within the area of effect at the time of casting.COURAGE: This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain, during 1 hour, +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.FEAR: This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds. This spell nullifies Emotion, Courage within the area of effect at the time of casting.HOPELESSNESS: This spell creates the emotion of hopelessness within the area of effect. All enemies who fail to save vs. Spell just stand and do nothing for 1 turn. This spell nullifies Emotion, Hope within the area of effect at the time of casting.======================================================================2) CYRICDark Aura(Alteration, Invocation/Evocation)Sphere: DreadRange: 0Duration: 3 turnsCasting Time: 7Area of Effect: A sphere of 15-ft radiusSaving Throw: NoneThis spell creates a spherical miasma of gloom and menace centered on the caster. When this spell is cast, all evil-aligned beings attack at a +1 bonus to their attack and damage rolls, all good-aligned creatures strike at a -1 penalty to their attack and damage rolls, and the caster is personally empowered to strike at a +3 bonus to PRO_HISHER attack and damage rolls. Neutral-aligned beings (with respect to good and evil) are unaffected by this spell. Once cast, the spell moves with the caster and does not need to be concentrated on to be maintained.---Instill Madness(Enchantment/Charm)Sphere: ThoughtRange: TouchDuration: PermanentCasting Time: 5Area of Effect: 1 creatureSaving Throw: Neg.Instill Madness causes the subject to become completely insane unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon it.======================================================================3) SHARDarkness(Alteration)Sphere: ShadowRange: 20 ft.Duration: 1 turnCasting Time: 2Area of Effect: 15-ft. radiusSaving Throw: NoneThis spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works. Every creature, foe or friend, will be blinded during the effect of this spell unless it leaves the affected area.---Nightmare(Invocation, Illusion/Phantasm)Sphere: ThoughtRange: 40 ft.Duration: 2 turnsCasting Time: 2Area of Effect: 1 creatureSaving Throw: Neg.This spell enables the Nightcloak to put PRO_HISHER victim in a deep slumber and send a hideous and unsettling vision to the recipient, causing 1d10 points of magic damage. A Saving Throw vs. Spells is allowed to avoid all the effects.---Eyebite(Enchantment/Charm, Illusion/Phantasm)Sphere: ThoughtRange: 60 ft.Duration: 1 round/3 levelsCasting Time: 6Area of Effect: 1 creatureSaving Throw: Neg.An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. The Nightcloak selects one of four possible gaze attacks at the time the spell is cast. Every effect can be resisted with a Saving Throw vs. Spells with a -4 penalty. The four effects of the spell are as follows:CHARM: The Nightcloak can charm a single person or monster. The effect is to make the charmed subject absolutely loyal and docile to the caster, even to the point of personal danger. It is otherwise the same as a Domination spell.FEAR: The Nightcloak can cause fear. The subject flees in blind terror for the duration of the spell.SICKEN: This power enables the caster to cause sudden pain and fever to sweep over the subject's body. The target will suffer a -4 penalty to Strength, Dexterity, Constitution, Armor Class, Thac0, damage and a 50% penalty to its Movement Rate.SLEEP: The Nightcloak can cause an individual to fall into a comatose slumber.======================================================================4) BAERVANChangestaff(Alteration)Sphere: Plant Range: TouchDuration: 5 turnsCasting Time: 4 Area of Effect: Special Saving Throw: NoneBy means of this spell, the caster is able to change a specially prepared staff into a treant-like creature of the largest size, about 24 feet tall. When the priest plants the end of the staff in the ground and speaks a special command and invocation, the staff turns into a treant-like creature with 12 Hit Dice, 80 hit points, and Armor Class 0. It attacks twice per round, inflicting 4d6 points of damage with every successful attack. The staff-treant defends the caster and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. The transformation lasts either for as many turns as the caster has experience levels or until the staff is destroyed, whichever occurs first. If the staff-treant is reduced to 0 hit points or less, it crumbles to a sawdust-like powder and the staff is destroyed.======================================================================5) HELMMace of Odo(Evocation)Sphere: War Range: 0Duration: Special Casting Time: 10Area of Effect: One magical mace-like constructSaving Throw: NoneThis spell enables a Watcher to create a magical mace in PRO_HISHER hand. The Mace of Odo is wielded immediately when casting is complete and protects the Watcher against all level 1 and level 2 spells.A Mace of Odo strikes as a +5 weapon and does 3d6+5 points of damage. Creatures of 2 HD or less must make a successful Saving Throw vs. Paralyzation when struck by the mace or be paralyzed for 3 turns.The mace vanishes after one strike or after 3 rounds.---Wyvern Watch(Abjuration, Evocation)Sphere: Protection Range: 30 ft.Duration: Special Casting Time: 5Area of Effect: 30-ft. radiusSaving Throw: Neg.This spell is known as wyvern watch because of the insubstantial haze brought forth by its casting, which vaguely resembles a wyvern. It is typically used to guard some area against intrusion. Any creature that approaches the guarded area may be affected by the "wyvern" and must roll a successful Saving Throw vs. Spells or stand paralyzed for one round per level of the caster, until freed by the Watcher, by a dispel magic spell, or by a remove paralysis spell. A successful saving throw indicates that the subject creature was missed by the attack of the wyvern-form, and the intruder was not affected.---Seeking Sword(Evocation)Sphere: War Range: 30 ft.Duration: 2 turns Casting Time: 7Area of Effect: One magical sword-like constructSaving Throw: NoneThis spell brings into being a shimmering blade of force that appears as a sword of any description the caster desires, typically a broadsword. The sword forms in midair and is animated by the will of the caster (who need never touch it), flashing about as it attacks. The blade can strike four times per round, doing 2d4 points of damage with each successful hit, but cannot act beyond the caster's line of sight.Although it has no attack or damage bonuses, a seeking sword is considered a +4 magical weapon for determining what sorts of beings it can strike. It has 15 Thac0, 30 Hit Points, 5 AC and can only be harmed by fire, magic, acid or crushing damage. Another spell casting is impossible while maintaining the spell, though the caster may move at half his or her normal movement rate per round while doing so.======================================================================6) LATHANDERBoon of Lathander(Conjuration/Summoning)Sphere: BenedictionRange: 0Duration: 6 roundsCasting Time: 7Area of Effect: The casterSaving Throw: NoneDuring this spell's effect, the spell recipient receives bonuses of + 1 on attack rolls and +1 on all saving throws and is allowed one extra attack per round. The spell recipient glows with a rose-red radiance during this time of augmented ability. This radiance is similar to faerie fire in appearance, but it does not carry with it the benefits that opponents would gain when attacking a creature outlined in faerie fire.---Faerie Fire(Alteration)Sphere: FireRange: 80 ft.Duration: 2 turnsCasting Time: 4Area of Effect: 15-ft. radiusSaving Throw: NoneThis spell enables the caster to outline one or more objects or creatures with a pale glowing light. Outlined creatures are easier to strike; thus, opponents gain a +2 bonus to attack rolls. Note that outlining can render otherwise invisible creatures visible.---Sunrise(Evocation, Alteration)Sphere: LightRange: TouchDuration: InstantCasting Time: 6Area of Effect: 1 creatureSaving Throw: SpecialWith this spell, the caster evokes a dazzling sphere of light equal to natural sunlight around himself. Any undead touched by the Dawnbringer will suffer 4d6 points of damage, be blinded and, for vampires and shadows only, destroyed. A Saving Throw vs. Spells is allowed to halve the damage and deny the other effects.======================================================================7) OGHMALegend Lore(Divination)Sphere: KnowledgeRange: 0Duration: SpecialCasting Time: 3Area of Effect: 1 creatureSaving Throw: NoneWith this spell, the Lorekeeper can extend PRO_HISHER knowledge immensely. The caster gains 100 points of Lore for five rounds and learns how to unequip cursed items, cure diseases and neutralize poisons.======================================================================8) ILMATERMartyrdom of Ilmater(Abjuration, Alteration)Sphere: Vigor Range: 0Duration: 3 roundsCasting Time: 3Area of Effect: The caster Saving Throw: None By means of this spell, the Painbearer call a beneficial servant of Ilmater to possess PRO_HIMHER. During this possession, the priest can resist any sort of physical attacks, but can't move, cast spells or fight back.---Endurance of Ilmater(Abjuration, Alteration, Necromancy)Sphere: Vigor Range: TouchDuration: 6 roundsCasting Time: 7Area of Effect: 1 creature Saving Throw: None This spell doubles the hit points of the spell recipient for the spell duration. Any damage suffered is taken first from these phantom hit points until they are all exhausted; damage is only then taken from the real hit points of the affected being. The spell also protects the vitality of the spell recipient so that all checks of any sort against contracting diseases automatically succeed, and all other Saving Throws receive a +2 bonus.=====================================================================9) MASKShadowcloak(Alteration)Sphere: ShadowRange: 0Duration: 1 turnCasting Time: 6Area of Effect: The casterSaving Throw: NoneThis spell creates a semisolid fog of amorphous shape that engulfs the caster and moves with PRO_HIMHER for the duration of the spell.A shadowcloak both confuses attackers with its swirling, smoky chaos, and slows strikes so that all attacks against the shadowcloak-user occur at a -3 attack penalty and a damage penalty of-1 point per die. The shadowcloak also muffles all sounds made by the cloaked being (regardless of that being's desires), so that even shouted speech seems faint and distant, and all sounds short of breakage or metallic ringing or clinking are very likely to be completely blanked out.The shadowcloak grants to the Silentwalker a 100% bonus to Move Silently, a 50% bonus to Hide in Shadows and puts the caster under the effect of Silence.Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!Did you notice the spheres listed? It's because this mod is completely integrated with Faith's and Pantheons sphere system (by @subtledoctor and @Grammarsalad )! But be aware that this mod must be installed before FnP and the sphere system is the only component relate to clerics that you can install from that mod. I don't know yet how it would behave with FnP's non-cleric components (like Paladin, Druid, and Ranger kits) but it will probably be ok.Before blowing your mind even more let me tell you guys about the things I know that are wrong but I can do nothing about:The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up.Wait? Anomen? YES! Next component!
Kits for NPCs
Every single NPC-priest from the game (except those added by mods, but this can be altered with a little dialogue with other modders) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites.It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have!PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.Well, I think is over... BUT NO, IT IS NOT!Thanks to @CamDawg 's guide and a huge help from @kjeron we have now some...
Hold your breath, cause here comes the list!- Baervan Wildwanderer: Druid, Ranger- Baravar Cloakshadow: Thief- Clangeddin: Helm, Fighter- Cyric: Talos, Thief - Helm: Helm- Ilmater: Lathander- Lathander: Lathander- Mask: Talos, Thief- Mystra: Wizard- Oghma: Bard, Wizard- Shar: Talos- Sune: Lathander, Bard - Talos: Talos- Tempus: Fighter- Torm: Helm, Paladin- Tyr: Helm, PaladinFor now, it is over! In the next post I'll get into details about the kits and NPCs altering. Or you can check them yourself by downloading from here !Before we go to the next post, let me say thanks to some people here:@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.@CamDawg and @argent77 for the helpful codes and tools.@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.@Arctodus for the brainstorming.In the meantime: do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!
Hi I would like to announce the new kitpack nobody wants: Deities of Faerûn!This kitpack is made of some components:
clswpbon = ~0 0 3~
Raduziel said:Ok, I just noticed that when FnP is installed the Mask's summons and Tempus' prayer stops working properly.I was able to fix this issue for Tempus, but when I tried to do the same for Mask I made things worse and now every time Shades or Demi-Shadow Monsters are cast the game CTD.I'll not release any new kit until I fix this.
Ok, I just noticed that when FnP is installed the Mask's summons and Tempus' prayer stops working properly.I was able to fix this issue for Tempus, but when I tried to do the same for Mask I made things worse and now every time Shades or Demi-Shadow Monsters are cast the game CTD.I'll not release any new kit until I fix this.