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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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  • RaduzielRaduziel Member Posts: 4,714
    Auril is up on the Github, but as Beta.

    She will only be officially released in v1.5 with Malar and Umberlee.

    See ya.
  • Necromanx2Necromanx2 Member Posts: 1,246
    As far as being able to install kits independently, does this mean a new kit can be installed after FnP or do I have to still uninstall all mods after DoF to add a new kit and then reinstall the other mods?
  • RaduzielRaduziel Member Posts: 4,714
    edited March 2018
    Auril and Malar are up on the Github as Beta.

    The official 1.5 release must be by Friday, with Umberlee and probably Selûne.

    After that, I'll take a break until middle March due to some RL issues.

    I'll stress that using Mask's summons while FnP's sphere system is installed will crash the game. @Grammarsalad is already aware of the issue and will work on a solution in FnP as soon as possible.

    As far as being able to install kits independently, does this mean a new kit can be installed after FnP or do I have to still uninstall all mods after DoF to add a new kit and then reinstall the other mods?

    As long as Tyr, Tempus, Helm, Lathander, and Talos are installed, you don't need to do anything about FnP.

    What I would is: uninstall FnP, install the new kit, reinstall FnP. But it's just me being overcautious.

    Except if @subtledoctor knows something about FnP that I don't know. What he obviously does.
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  • RaduzielRaduziel Member Posts: 4,714
    @Necromanx2 In other words: If Talos, Tempus, Tyr, Lathander, and Helm are already installed, feel free to add anything post-FnP.
  • RaduzielRaduziel Member Posts: 4,714
    Umberlee is up on Github as Beta. I don't think that anyone will find any issues, but maybe that's just optimism speaking.

    The Tenya component is also up, as requested. Like any NPC, I altered her stats and alignment to fit the kit's prerequisites, and her special abilities were also removed.

    As I explained before, Umberlee had to go some changes to be playable on IE. I gave it Smashing Wave (as PnP), Free Action (slightly better than PnP, as a Waveservant's FA only applies to water) and two new spells: Drown (similar to IWD's Suffocate) and Dehydrate (a single target, with a save-or-nothing Abi-Dalzim Horrid Wilting). A Water Elemental can also be summoned once level 15 is reached.

    Selûne will also go some deep changes, unfortunately. I have it sketched and it should be released tomorrow when I'll officially announce v1.5

    @Coutelier I saw on Tenya's thread that you were having some troubles importing the Water Elemental animation for her Bowl. Feel free to use the one from this mod if you want to.
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited March 2018
    @Raduziel, I notice that quite a few kits are restricted to one alignment. I thought most deities had a range. EX: CE also allows for NE and CN.

    What book are you using to base your work on?

    EDIT: Looks like you are using Faiths & Avatars.
  • RaduzielRaduziel Member Posts: 4,714

    @Raduziel, I notice that quite a few kits are restricted to one alignment. I thought most deities had a range. EX: CE also allows for NE and CN.

    What book are you using to base your work on?

    EDIT: Looks like you are using Faiths & Avatars.

    Yes, I'm using F&A. And there's a difference between a priest/priestess of a deity and a specialist priest/priestess.

    F&A brings us both the Clergy alignment (the one that usually has more options) and the Specialist alignment (more restricted).
  • RVNSRVNS Member Posts: 285
    Is this compatible with fnp by @subtledoctor
  • RaduzielRaduziel Member Posts: 4,714
    RVNS said:

    Is this compatible with fnp by @subtledoctor

    Yes, but the Tyr, Torm, Helm, Lathander and Talos components must be installed first. And only with FnP's sphere system and Ranger/Druid/Paladin components.



    What I recommend: install DoF, after this install whatever you want from FnP (except the Cleric's Kits) and you're ready to go.

    Any new kit that I release you just need to install on top of everything (as I'll release a lot of kits in the next month).

    DoF contains 19 kits ATM and the 20th will be released until tomorrow with v1.5

    Enjoy :)
  • RVNSRVNS Member Posts: 285
    Nice. Ill download this for an icewind dale run through.
  • RaduzielRaduziel Member Posts: 4,714
    edited March 2018
    Version 1.5 is officially up.

    It contains Malar, Umberlee, Auril, and Selûne.

    I did a lot of tests and could not find any trouble but please, feel free to report anything you find :)

    Next pack will only be released after March-11 and it will contain Talona and Loviatar.

    Just a reminder of what is about to come:

    Loviatar/Talona -> Bane/Myrkul/Bhaal (IWD only) -> Morndinsamman -> Lords of the Golden Hills -> Yondalla's Children -> Seldarine -> Dark Seldarine -> Elemental Lords -> Orc Pantheon -> Gond/Deneir/Milil -> Tymora/Beshaba.

    In the meantime I have a question:

    Baldur's Gate takes place in 1368, only 4 years before Bane restore himself and his clergy.

    I'm seriously thinking about ignoring the timeline a little and let Bane be available in BG(2)EE. Saves me the trouble of creating a kit for Iyachtu Xvim.

    Same goes for Kelemvor as in 1368 he is ascending as the new God of Death. But as he is a deity that a lot of people like, I was thinking about letting the timeline aside a little bit and allow him on the kitpack.

    Opinions?

    Thanks!
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited March 2018
    Re: Bane, Kelemvor kits: Do what FnP did with the Champion of Kelemvor kit - when installed on IWDee, that kit is slightly changed to a Myrkul kit. Same kit, different name really.

    I commend you for your efforts, and would love some of the demi-human and humanoid pantheons you've got planned, but I'll hold off playing this kit until it is fully compatible with FnP and I can pick and choose which DoF cleric kits to install. There are way, way too many cool cleric kits and multi-class cleric kits in FnP that I will not give up. The entire group of Acolyte kits, the Ur-Priest, multi-class priest kits, to name but a few.

    At some point you might want to have someone polish your language. Based on the kit and spell descriptions in the first post, there are quite a lot of grammatical and idiomatic errors. Not End-of-the-World stuff, but it's noticable, and the IE games are very text-oriented, so there's a lot of text. I am qualified to fix the grammar but I don't have the time it would take.
    Post edited by Contemplative_Hamster on
  • RaduzielRaduziel Member Posts: 4,714

    Re: Bane, Kelemvor kits: Do what FnP did with the Champion of Kelemvor kit - when installed on IWDee, that kit is slightly changed to a Myrkul kit. Same kit, different name really.

    They are quite different on PnP and as I'm following PnP this is not an option. It is not a matter of just altering some strings, unfortunately.

    I commend you for your efforts, and would love some of the demi-human and humanoid pantheons you've got planned, but I'll hold off playing this kit until it is fully compatible with FnP and I can pick and choose which DoF cleric kits to install. There are way, way too many cool cleric kits and multi-class cleric kits in FnP that I will not give up. The entire group of Acolyte kits, the Ur-Priest, multi-class priest kits, to name but a few.

    DoF will never be compatible with FnP's cleric kits as they require different adjusts on the same thing. And the two kitpacks have a very different essence: DoF is rooted on PnP, FnP on @subtledoctor 's creative mind.

    You can choose what DoF kit to install already. And after doing all the demi-human pantheons I'll tackle the multiclass kits - some of them already exist (Clangeddin FC, Baravar CT, and CM, Baervan CM, Cyric CT), but they are available for NPCs only because I'm running a party with lots of these NPCs and want to get familiar with this mechanic before releasing.

    PS: Fun fact, a lot of the demihuman deities forbids multiclassing (like Baravar). I made MC kits for those only because we have multiclass-NPCs and IE's mechanics forced my hand. If a kit says "does not allow multiclass" it will not receive a multiclass version.

    At some point you might want to have someone polish your language. Based on the kit and spell descriptions in the first post, there are quite a lot of grammatical and idiomatic errors. Not End-of-the-World stuff, but it's noticable, and the IE games are very text-oriented, so there's a lot of text. I am qualified to fix the grammar but I don't have the time it would take.

    I learned English by myself, so I get a lot of tiny errors. Since the I Hate Undead Kitpack I look for people to do a proof-read and help me with that, but I never got any help. I always ask that everybody playing the kitpack report any grammar/spelling/idiomatic error, but that would require that someone actually play my mods what we all know that doesn't happen.

    Thanks for the insight, @Contemplative_Hamster :)
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited March 2018
    I rarely ever point out spelling and grammar issues as I am just thrilled to have a mod and can figure out what is meant. Your mods (and many others) most definitely are played and enjoyed!
  • RaduzielRaduziel Member Posts: 4,714

    I rarely ever point out spelling and grammar issues as I am just thrilled to have a mod and can figure out what is meant. Your mods (and many others) most definitely are played and enjoyed!

    How much did my mom paid you?

    Just kidding.

    Thanks for the kind words, but feel free to report any error you find - grammar included.
  • RaduzielRaduziel Member Posts: 4,714
    Talona is available on Github as a beta. It will be officially released on v1.6 that will contain:

    Talona, Loviatar, Bhaal (IWDEE-only), Myrkul (IWDEE-only), Bane, Kelemvor (BG[2]EE-only), Jergal, Azuth.

    I have no idea when this will be officially released, but I wouldn't hold my breath: it is a lot of kits and they are made one by one, case a case. And I won't have much spare time in the next few days.

    Honestly, I was surprised that I made Talona, but it was quite simple. Some adjustments had to be made as she is one of those deities that gives a lot of abilities that are useless on IE.

    Anyway, I tested Talona and it seems very solid, so no bugs are expected. I'll keep releasing the kits as beta as soon as I finish them.

    Cheers.

  • RVNSRVNS Member Posts: 285
    First off your mother never paid me AND I like your mods. You sell yourself short. I haven't played a mod from you I haven't enjoyed. I look forward to trying a full party from this kitpack out in a round of IWD.
  • [Deleted User][Deleted User] Posts: 0
    edited March 2018
    The user and all related content has been deleted.
  • RVNSRVNS Member Posts: 285
    @Grammarsalad @Raduziel @subtledoctor

    FNP and DOF are excellent selections for anyone wanting something new to toss around. I cannot stress enough how much work went into this and is free content to boot. I certainly appreciate the time they put in and I certainly hope everyone who does play these understands the effort and personal time put in. It's what keeps me coming back time and time again. Thank you modders everywhere.

    -End rant-
  • Necromanx2Necromanx2 Member Posts: 1,246
    Absolutely! Modders efforts are greatly appreciated. I know that these are people who have dedicated a significant amount of their time and efforts to create things for others to enjoy with no compensation beyond hearing our praise.

    Again, thank you, thank you, thank you!!
  • RaduzielRaduziel Member Posts: 4,714

    Raduziel said:

    DoF is rooted on PnP, FnP on @subtledoctor's creative mind.

    To be fair, most of the work I've done on FnP was structural - setting up the sphere system, the usability system, the kit-choice dialogue, etc. @Grammarsalad has done the lion's share of the creative heavy lifting. My understanding is that the main inspiration was the PnP Faiths & Avatars book, with maybe a dash of input from the older "Warriors and Priests of the Realms" book.
    Of course, it was never my intention to put @Grammarsalad aside. I just thought that you had the ideas and he had the coding - apparently, it is the other way around. He helped me with coding more times that I would like to admit, that's why I got confused.

    @RVNS @Necromanx2

    That means a lot to me, thanks. As I said to RVNS on the I Hate Undead Kitpack thread: if I get one player to have fun with my mods then my mission is accomplished.

    I joke a lot with the "no player wants my mods" things (that is a half-truth, let's be honest), but I my mods are basically things that I do for me and decide to share with the community because why not, right?

    DoF as born this way. I wanted to give kits to all NPCs and I couldn't install FnP's Alaghor without adding all the paladin/ranger/druid/cleric kits (as you guys may have noticed I'm kind of a PnP purist), so I decided to make one Alaghor myself. And then Tempus. And then Shar. And then... well, now we have 21 kits and more to go.

    I love kit mods. I think that a player will never have too many options when creating a character - and to me, this is truer for my favorite IE game, Icewind Dale. I love making IWD thematic parties. I'm currently with a Gods of Fury (Malar, Talos, Auril, Umberlee) run going on. Next will be a The Dead Three and their servants run (Myrkul, Bhaal, Bane, Loviatar, Talona, and Jergal). Maybe a Triad and allies run (Ilmater, Torm, Tyr, Helm, Lathander, and Selûne). There are lots of possibilities.
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    Ok @Raduziel, here's a challenge. A proper subrace mod. I don't know anything about WeiDU and if it's even possible to do this in EE engine, but I always missed a fully developed subrace mod. Maybe not so much demihuman species, as core races (elves, humans, dwarves, halflings etc.). That would be something.
  • RaduzielRaduziel Member Posts: 4,714
    Cahir said:

    Ok @Raduziel, here's a challenge. A proper subrace mod. I don't know anything about WeiDU and if it's even possible to do this in EE engine, but I always missed a fully developed subrace mod. Maybe not so much demihuman species, as core races (elves, humans, dwarves, halflings etc.). That would be something.

    I'll have to pass this challenge because:

    1) I have my hands full ATM with DoF and some RL things that will keep me very busy this year (my daughter will be born in July).

    2) I don't have the minimal idea of how to alter or create a race. Maybe @subtledoctor or @kjeron have this level of skill with Weidu - I know that I don't.

    But here's a consolation prize: I intend to put a "subrace" component of the Dark Seldarine. In other words, every kit will give everything a drow should receive (and is viable in the Infinity Engine) on top of the kit's features.
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  • Necromanx2Necromanx2 Member Posts: 1,246
    Minor item. During the install, the option for the kit on Tenya says Waveservant of Shar instead of Umberlee.
  • RaduzielRaduziel Member Posts: 4,714

    Minor item. During the install, the option for the kit on Tenya says Waveservant of Shar instead of Umberlee.

    Fixed.

    Thanks :)
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819

    I will give you all the likes if your drow kit gives proper drow attributes (penalties in sunlight, MR only in the Underdark (!!!), etc.)

    @Cahir there are like 3 subrace mods out there already. All hacky and munchkiny as hell. It's well-known how to do it, at this point:
    - start as a general race
    - trigger an innate ability or talk to a friendly illithid ( :tongue: ) to initiate a dialogue
    - choose a subrace from the dialogue
    - that will trigger a spell which will give you certain attributes and bonuses
    - your subrace will never show on the record screen
    - whoever makes the next iteration of this mod will inevitably make subraces into dumb super-powered versions of the vanilla races

    EE 2.0+ gives you the ability to do all sorts of new stuff with your character's coloration... and 2E never really made much difference between subraces, from a mechanical perspective. So I really don't see any need for this.

    But we are way, way off-topic here, I apologize.

    @subtledoctor sorry for offtopic. Just one more question. Can you point me out to those 3 mods? Are these mods compatible with current EE versions?

    As a proper implementation I meant no munchkiny bonuses *and* showing the subrace on a character record screen, yes :p

    @Raduziel, no worries, I totally get RL can get in your way. That’s exactly my problem too.
  • RVNSRVNS Member Posts: 285
    so is there a way to download the dof and then just the sphere system from fnp?
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    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.
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