* New spell: Identify (Divination) - now Identify will boost the caster's Lore to 250 for 1 turn, allowing it to identify as many items as he/she can during this period.
Out of curiosity, why? I thought we can make divine versions of Identify work the normal way now? (Check the UI modding forum.)
TBH this seems tantamount to using the "identify all items" tweak. Why bother keeping the identify mechanic in the game at all?
Just curious about what prompted this change...
We can make through UI now, but the code is kind of fragile. Easy to conflict with others UI modding or with some altering made by Beamdog - I took the safest approach.
As for the tweak part, it is a personal choice. Why bother with Knock and Find Traps when one can install the "no traps and locks" tweak? If the player want to use the spell, it is there. If the player want to use the tweak, it is there too. No harm done.
Sirene's component was deactivated. @Artemius_I decided to remove the F/C option from his mod, so the component became pointless.
When DoF starts touching Paladins I'll try to get back with something for the most beloved Tiefling in Faerûn (as long as I have Artemius' permission, of course).
In the meantime, if the component comes back to Sirene's mod I'll reactivate it.
I've added a Bestiary to the Readme, so you can check what the creatures introduced by DoF actually does.
I also changed the way the Holy Symbols are installed, reducing a lot of useless files to a single line of code. When reinstalling DoF, make sure to uninstall it completely, delete the old folder and just then copy the new one and install the new version.
I'll change the way the summon spells (like Minor Death and Changestaff) behaves, so it works for 1 turn/level instead of a flat 10 turns (for consistency with the way some other summonses behave).
I'll also rework the immunities for all the summons (Erinyes, Minor Death, Changestaff, Seeking Sword, Revenant) to make it more coherent and clean. When this process is finished I'll edit the Bestiary accordingly.
I'll try to make a nice-looking Readme because the .txt one is becoming kind of pollute. I know that Github gives a .md, but I'm a simple man so I'll stick with a pdf.
To make future kits' production easier, I'll have to alter the way I've made some strings. I'll do my best to don't let anything pass me by, but please let me know if you see something awkward (like a Dreadruler of Bane with a special ability called Endurance of Ilmater).
What I mean is: version 1.9.0 will probably not have any new kit, but lots of invisible-but-important things that may prevent headaches and frustration in the future. With those alterings, I can't think of a thing that can be improved so I'll be back to production instead of polishing.
I just downloaded to update my BG2EE game and see the install says 1.9.0 while the first page says 1.8.9. I hope my dumb luck doesn't get me with a test version that is not ready.
I just downloaded to update my BG2EE game and see the install says 1.9.0 while the first page says 1.8.9. I hope my dumb luck doesn't get me with a test version that is not ready.
LOL, are you traumatized?
No need to worry, you'll just get the optimization process ongoing. That means that when I officially announce 1.9.0 you'll need to redownload it.
Be aware that the Readme's Bestiary ATM doesn't entirely reflect the truth.
I'm very excited for a built in sphere system being part of DoF! Sadly though, the newest version of the Sphere System won't install for me If it's relevant I'm on a mac, and I get the same error on a clean install of both BG1EE and BG2EE. I can't seem to get the forums to let me upload the debug file, so I think the relevant part is this:
[DeitiesOfFaerun/Lib/Spheres/Main.tpa] ERROR at line 200 column 24-105 Near Text: alignments Parsing.Parse_error ERROR: parsing [DeitiesOfFaerun/Lib/Spheres/Main.tpa]: Parsing.Parse_error Stopping installation because of error.
If that's not what you need to find the issue please let me know and I'll try to find another way to get the file to you; but hopefully this helps
I'm sorry that you're facing this issue. First report I receive about this and I never had this issue myself. I made no changes in the sphere system lately and can't reproduce this issue on a Windows system, so this is probably a Mac thing.
I'll ask @kjeron (the mastermind behind the sphere system) and @subtledoctor (as he uses a Mac IIRC) and see what I can do, but I never even touched a Mac, so this can take a while.
Again, sorry for not being able to handle this immediately.
Oh, thank you! I've been using the Mac Weidu Launcher, which I for some reason thought was always downloading the most recent version of Weidu but is clearly not! Thank you both for your quick replies and I'm sorry to bother you with user error >< I've gone to SubtleDoctors github and gotten the latest version now and all works well
Oh, thank you! I've been using the Mac Weidu Launcher, which I for some reason thought was always downloading the most recent version of Weidu but is clearly not! Thank you both for your quick replies and I'm sorry to bother you with user error >< I've gone to SubtleDoctors github and gotten the latest version now and all works well
No harm was done, my friend. I'm glad everything went well.
I'm making some altering on the summons and Helm's Seeking Sword is reworked - now its duration is 2 rounds/level (as PnP) and I've arbitrarily removed the movement speed restriction because I found it was annoying and incremented nothing in terms of balance.
Tonight I would finish Loviatar's Ensnarement, but I'm having a serious CTD when summoning it. So I've decided to put DoF in "Under Maintenance" status until I finish all the summons review I want to do (Minor Death, Treant, Erinyes, Seeking Sword and Revenant).
Undoubtedly the Erinyes is the hardest, all the others are just a matter of minor adjustments that I can make in a couple of hours. The Seeking Sword if ready and working as intended already.
As this is the last coding revision I'm making, it will be the last time the mod will be Under Maintenance status.
An urgent issue appeared with the Shaman class: DoF's sphere system is not responding well to it at the moment (makes you get stuck at the spell selection screen).
All the efforts will be focused on solving this.
In the meanwhile, if you know a Shaman/Druid/Ranger/Paladin kit that you want to see integrated with DoF's sphere system let me know and I'll work on a solution with the mod's author.
Hi @Raduziel, something in 1.9.0 seems to have affected the Yasraena mod. She doesn't respond to commands and acts like she wants to initiate a dialog, but never does. It makes it near impossible to use her as she keeps freezing after a second or two, if she responds at all. Was not having the issue prior to 1.9.0.
Hi @Raduziel, something in 1.9.0 seems to have affected the Yasraena mod. She doesn't respond to commands and acts like she wants to initiate a dialog, but never does. It makes it near impossible to use her as she keeps freezing after a second or two if she responds at all. Was not having the issue prior to 1.9.0.
What is this mod? A quick search revealed to me that is a Fighter NPC, is that correct?
DoF doesn't change that at all. In fact, all 1.9.0 is doing so far is:
* Changing the summons (creatures and spell revision to better fit PnP)
* Including the Shaman in the sphere system
* Altering the way that holy symbols are created (through Weidu instead of a thousand .itm files)
* Including some new information at the Readme
* Revision on the .tra file
Unless this is something to do with the sphere coding, what I honestly doubt as DoF doesn't touch Fighters at all, I don't think that this issue is related to the mod.
Give me a link to this mod and I'll try to investigate, I can always be wrong.
Looking more, it seems that her weapons are gone. So some conflict removed her weapons and I think she has a script that is trying to get them back from who took them and it can't fire all the way because no one has them.
Only one (very long and complicated) script is between DoF and version 1.9.0
The game is functioning perfectly, except for the Ensnarement spell that is not behaving as described (but you can safely use it as it is, the summoned devil just won't turn against well - what can happen at the definitive version of the spell). Other than that, the Minor Death is not moving as fast as it should (it is moving as fast as a PC, but it is supposed to be 50% faster).
I'm returning with the download link at the main page, but be aware that version 1.9.0 is not officially released.
Nice to see v1.9.0 has been released. Were you able to address the sphere system and shaman spells?
1.9.0 is not officially released yet. I'll do my best to do so today.
As for the Shaman x Sphere System, the code presented good results to me so far. @kjeron is working on some final details and I'll do some shenanigans for M'Khiin but so far so good.
Just install whatever shaman kit you're about to use before DoF. After 1.9.0's official release I'll try to get in touch with authors of shaman's and druid's kits to incorporate them into the sphere system officially. Much like I used to do with Faiths and Power's sphere system.
Alright. I hope that I'm not coming off as being pushy or anything. I'm just trying to help as best as I can so you can perfect your mod since it's certainly going to be one of the "must haves".
Alright. I hope that I'm not coming off as being pushy or anything. I'm just trying to help as best as I can so you can perfect your mod since it's certainly going to be one of the "must haves".
Not being pushy at all. After lots of failed mods it is good to finally have some feedback - only through it, I can polish the mod more and more.
You mentioning the Improved Shamanic Dance was a good thing, as it is a "must have" to me and yet I completely forgot to test DoF's interaction with it.
I'll run some tests now and see how this interaction behave. I'll document it here, on the first page and on the Readme.
256 is a pretty hard limit on the number of kits. I tend to top out at ~200 with lots of kit mods like FnP, MnG, TnB, S&S, DR, and some individual kits, so the limit hasn't been a problem. But if you do hit the limit, there's no getting around it.
ToBEx allowed up to 1024 kits or 1280 kits, or something like that, but my understanding is that it didn't work perfectly. The IDS table for kits is only 1 byte, and as I've learned in relation to spellstates recently, forcing the game to go beyond that results in a buffer overflow. Or something.
So, figure out which mod kits you want and plan your install carefully!
Funny enough, it only crashes if the kit is fully compatible with the class. You can add kit 256+ to a Fighter if it's not a Fighter kit (it won't do anything except apply it's usability restrictions, but it won't crash).
More importantly, you can add kitid 256+ Multi-class kits to their proper multiclass and it functions just as well as sub-256 values. As the only thing Multiclass Kits ignore from KITLIST is their CLABFILE - I suspect that is where the crash is normally occurring with kitid's 256+.
Solution:
KITLIST.2da gets modified to fill all empty rows less than 256 with a standard placeholder.
ADD_KIT gets modified to:
add single-class kits by replacing the first available placeholder row.
add multiclass kits as the next row (current behavior).
Mages are still somewhat screwed, as they are unable to select spells at creation based on the specialist values contained in their KITID (this issue already exists for 0x40 and 0x80, it just becomes a lot more prevalent as more specialists ID's get involved, as the restrictions start to stack up. This is only an issue at creation - in-game they can properly learn spells based on their usability flags.
There is still a hard-limit to the overall number of kits: - rows 16388+ get ignored even on Multiclasses (and still crash single-classes) - rows 32771+ will crash the game at startup
Comments
Extracting the archive also states that the same file in a same directory needs overwritten. It's in the same directory being extracted by DoF.
As for the tweak part, it is a personal choice. Why bother with Knock and Find Traps when one can install the "no traps and locks" tweak? If the player want to use the spell, it is there. If the player want to use the tweak, it is there too. No harm done.
can you provide me the Setup-DeitiesofFaerun.DEBUG file or log?
Here I didn't have any problem installing, so I need to know.
Also, what game and version?
Nevermind, found the error. I've edited the file inside my Baldur's Gate II directory instead of the mod one, so I've uploaded the wrong one.
Sorry about that, it is fixed now.
When DoF starts touching Paladins I'll try to get back with something for the most beloved Tiefling in Faerûn (as long as I have Artemius' permission, of course).
In the meantime, if the component comes back to Sirene's mod I'll reactivate it.
I also changed the way the Holy Symbols are installed, reducing a lot of useless files to a single line of code. When reinstalling DoF, make sure to uninstall it completely, delete the old folder and just then copy the new one and install the new version.
I'll change the way the summon spells (like Minor Death and Changestaff) behaves, so it works for 1 turn/level instead of a flat 10 turns (for consistency with the way some other summonses behave).
I'll also rework the immunities for all the summons (Erinyes, Minor Death, Changestaff, Seeking Sword, Revenant) to make it more coherent and clean. When this process is finished I'll edit the Bestiary accordingly.
I'll try to make a nice-looking Readme because the .txt one is becoming kind of pollute. I know that Github gives a .md, but I'm a simple man so I'll stick with a pdf.
To make future kits' production easier, I'll have to alter the way I've made some strings. I'll do my best to don't let anything pass me by, but please let me know if you see something awkward (like a Dreadruler of Bane with a special ability called Endurance of Ilmater).
What I mean is: version 1.9.0 will probably not have any new kit, but lots of invisible-but-important things that may prevent headaches and frustration in the future. With those alterings, I can't think of a thing that can be improved so I'll be back to production instead of polishing.
Stay tuned for more.
No need to worry, you'll just get the optimization process ongoing. That means that when I officially announce 1.9.0 you'll need to redownload it.
Be aware that the Readme's Bestiary ATM doesn't entirely reflect the truth.
Sadly though, the newest version of the Sphere System won't install for me
If it's relevant I'm on a mac, and I get the same error on a clean install of both BG1EE and BG2EE.
I can't seem to get the forums to let me upload the debug file, so I think the relevant part is this:
[DeitiesOfFaerun/Lib/Spheres/Main.tpa] ERROR at line 200 column 24-105
Near Text: alignments
Parsing.Parse_error
ERROR: parsing [DeitiesOfFaerun/Lib/Spheres/Main.tpa]: Parsing.Parse_error
Stopping installation because of error.
If that's not what you need to find the issue please let me know and I'll try to find another way to get the file to you; but hopefully this helps
I'm sorry that you're facing this issue. First report I receive about this and I never had this issue myself. I made no changes in the sphere system lately and can't reproduce this issue on a Windows system, so this is probably a Mac thing.
I'll ask @kjeron (the mastermind behind the sphere system) and @subtledoctor (as he uses a Mac IIRC) and see what I can do, but I never even touched a Mac, so this can take a while.
Again, sorry for not being able to handle this immediately.
Tonight I would finish Loviatar's Ensnarement, but I'm having a serious CTD when summoning it. So I've decided to put DoF in "Under Maintenance" status until I finish all the summons review I want to do (Minor Death, Treant, Erinyes, Seeking Sword and Revenant).
Undoubtedly the Erinyes is the hardest, all the others are just a matter of minor adjustments that I can make in a couple of hours. The Seeking Sword if ready and working as intended already.
As this is the last coding revision I'm making, it will be the last time the mod will be Under Maintenance status.
Stay tuned for more.
All the efforts will be focused on solving this.
In the meanwhile, if you know a Shaman/Druid/Ranger/Paladin kit that you want to see integrated with DoF's sphere system let me know and I'll work on a solution with the mod's author.
DoF doesn't change that at all. In fact, all 1.9.0 is doing so far is:
* Changing the summons (creatures and spell revision to better fit PnP)
* Including the Shaman in the sphere system
* Altering the way that holy symbols are created (through Weidu instead of a thousand .itm files)
* Including some new information at the Readme
* Revision on the .tra file
Unless this is something to do with the sphere coding, what I honestly doubt as DoF doesn't touch Fighters at all, I don't think that this issue is related to the mod.
Give me a link to this mod and I'll try to investigate, I can always be wrong.
Mod link is - http://www.baldursgatemods.com/forums/index.php?board=18.0
Don't sound like a DoF related issue, so this is better be addressed on the proper thread.
The game is functioning perfectly, except for the Ensnarement spell that is not behaving as described (but you can safely use it as it is, the summoned devil just won't turn against well - what can happen at the definitive version of the spell). Other than that, the Minor Death is not moving as fast as it should (it is moving as fast as a PC, but it is supposed to be 50% faster).
I'm returning with the download link at the main page, but be aware that version 1.9.0 is not officially released.
As for the Shaman x Sphere System, the code presented good results to me so far. @kjeron is working on some final details and I'll do some shenanigans for M'Khiin but so far so good.
Just install whatever shaman kit you're about to use before DoF. After 1.9.0's official release I'll try to get in touch with authors of shaman's and druid's kits to incorporate them into the sphere system officially. Much like I used to do with Faiths and Power's sphere system.
I need to incorporate the Shamanic Pact spell to the sphere system, I'll get in touch with @argent77 to see what can be done.Not necessary, works perfectly as it is.
You mentioning the Improved Shamanic Dance was a good thing, as it is a "must have" to me and yet I completely forgot to test DoF's interaction with it.
I'll run some tests now and see how this interaction behave. I'll document it here, on the first page and on the Readme.
We have a code written by @kjeron and another one written by @argent77
The results, of course, couldn't be any better: both codes respects each other perfectly.
Improved Shamanic Dance should be installed after Deities of Faerûn.
So the install order is: Shaman Kits -> DoF -> ISD.
You can add kit 256+ to a Fighter if it's not a Fighter kit (it won't do anything except apply it's usability restrictions, but it won't crash).
More importantly, you can add kitid 256+ Multi-class kits to their proper multiclass and it functions just as well as sub-256 values. As the only thing Multiclass Kits ignore from KITLIST is their CLABFILE - I suspect that is where the crash is normally occurring with kitid's 256+.
Solution:
- KITLIST.2da gets modified to fill all empty rows less than 256 with a standard placeholder.
- ADD_KIT gets modified to:
- add single-class kits by replacing the first available placeholder row.
- add multiclass kits as the next row (current behavior).
Mages are still somewhat screwed, as they are unable to select spells at creation based on the specialist values contained in their KITID (this issue already exists for 0x40 and 0x80, it just becomes a lot more prevalent as more specialists ID's get involved, as the restrictions start to stack up. This is only an issue at creation - in-game they can properly learn spells based on their usability flags.There is still a hard-limit to the overall number of kits:
- rows 16388+ get ignored even on Multiclasses (and still crash single-classes)
- rows 32771+ will crash the game at startup