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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
    edited April 2019
    @Summer_Snowman

    Can you please send me (or post/attach here) your Weidu.log with both Spiritwalker and Stormcaller installed?

    Thanks.
  • Summer_SnowmanSummer_Snowman Member Posts: 5
    Sure.

  • RaduzielRaduziel Member Posts: 4,714
    @Summer_Snowman as I suspected. You're using outdated versions of those kits.

    Check this post to get the details.

    Long story short: DoF is only compatible with those kits from a certain version onward. Downloading the new versions should solve the issues (the linked post has a link to @Ulb's Github page - there you can find them all).
  • Summer_SnowmanSummer_Snowman Member Posts: 5
    Nice! Thanks for the help; it works fine now.
  • RaduzielRaduziel Member Posts: 4,714
    edited May 2019
    Some news:

    RL things are kind of pressuring me ATM. This year is being tough for me with a lot of important things to handle and I have to sacrifice something.

    As this something can't be my daughter, wife, job or studies, I'll sacrifice modding.

    DoF will have only two more updates this year: one with the promised spell pack and one more with the header of each pantheon (Moradin, Corellon, Garl, Lloth, Gruumsh - Yondalla is already made).

    Other than that just bug fixing and some files update (in case Kjeron's spell-in-menu or QDMulticlass gets updated or some dev's update changes something).

    2020 will probably be better.

    Cheers.
  • LupusSolusLupusSolus Member Posts: 183
    Raduziel wrote: »
    Some news:

    RL things are kind of pressuring me ATM. This year is being tough for me with a lot of important things to handle and I have to sacrifice something.

    As this something can't be my daughter, wife, job or studies, I'll sacrifice modding.

    DoF will have only two more updates this year: one with the promised spell pack and one more with the header of each pantheon (Moradin, Corellon, Garl, Lloth, Gruumsh - Yondalla is already made).

    Other than that just bug fixing and some files update (in case Kjeron's spell-in-menu or QDMulticlass gets updated or some dev's update changes something).

    2020 will probably be better.

    Cheers.

    What is this spell pack? would it add new priest spells?
  • RaduzielRaduziel Member Posts: 4,714
    @LupusSolus Some special abilities that are exclusive for some kits will also be available as spells and inserted in the sphere system.

    So in a certain way, yes, it will add new priest spells.

    I'll also try to create brand new spells, but that is something I can't guarantee.
  • LupusSolusLupusSolus Member Posts: 183
    Any hints at spheres for the other demihuman patriarchs or abilities? or do you need to research them first? How do you go about it normally?
  • RaduzielRaduziel Member Posts: 4,714
    LupusSolus wrote: »
    Any hints at spheres for the other demihuman patriarchs or abilities? or do you need to research them first? How do you go about it normally?

    Check the Demihuman Deities. I always try to stick as closer as possible to PnP terms, so the sourcebooks are always a good hint.

    I usually start reading the books, then I make the initial adjustments. After that I realize that I don't know exactly how to do what I want to do, so I ask at the General Modding Questions thread. If I can't get an answer from there I ask @kjeron how to do what I want and he usually not only teaches what I need but also shows how to do better.

    After that, everything is pretty much bureaucracy and trial and error.
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Raduziel I notice in BG2EE that I still get item drops of the normal Fire Shield instead of the combined. Stores have the combined just fine.
  • RaduzielRaduziel Member Posts: 4,714
    edited May 2019
    Necromanx2 wrote: »
    @Raduziel I notice in BG2EE that I still get item drops of the normal Fire Shield instead of the combined. Stores have the combined just fine.

    @kjeron 's code covers stores, treasures and drops (and is very elegant and impressive). I'll check with him what is happening.

    Thanks for reporting.
  • kjeronkjeron Member Posts: 2,368
    It's likely the random treasure tables that are still generating the old scrolls.
  • RaduzielRaduziel Member Posts: 4,714
    Fixed pushed to Github, will be available at the next release.

    Thanks, @kjeron !
  • ZaghoulZaghoul Member, Moderator Posts: 3,938
    I don't have a save for it, but at some point shortly after joining my party Quayle lost the ability to choice illusionist spells for that class. They still showed up in his spellbook but I could not pick any. His priest spells worked fine.
  • RaduzielRaduziel Member Posts: 4,714
    Zaghoul wrote: »
    I don't have a save for it, but at some point shortly after joining my party Quayle lost the ability to choice illusionist spells for that class. They still showed up in his spellbook but I could not pick any. His priest spells worked fine.

    His kit is replaced from Illusionist to Baravar's one. But that shouldn't be impeding him from learning or picking any spells - including necromancy.

    Can you please clarify what you mean by "lost the ability to choice Illusionist spells"?

    He can't learn them? Memorize them? Both? He's losing the extra slot (this is intended)?

    Thanks.
  • ZaghoulZaghoul Member, Moderator Posts: 3,938
    edited May 2019
    He first could learn Illusionist spells, and when I first added him to the group he could memorize them. Not long after he lost the ability to memorize his spells from the the illusionist class. The spell boxes to choose his spells disappeared at the bottom of the list of spells.

    Are you saying he's just a cleric and not a C/I now? That would explain it I think.
  • RaduzielRaduziel Member Posts: 4,714
    edited May 2019
    Zaghoul wrote: »
    He first could learn Illusionist spells, and when I first added him to the group he could memorize them. Not long after he lost the ability to memorize his spells from the the illusionist class. The spell boxes to choose his spells disappeared at the bottom of the list of spells.

    Are you saying he's just a cleric and not a C/I now? That would explain it I think.

    Unless I messed up with something, he is a C/M (not C/I).

    I'll check, thanks for reporting.

    Edit:

    @Zaghoul

    Just checked and he's being treated as a C/M indeed.

    A weird part of your report is that there's no timed effect. Anything wrong with him should be appearing as soon as you have access to his spellbook, sheet and inventory (actually on his creation by the game's script, but you would notice as soon as he joins the party).

    I'll try to reproduce it and see what I can do but a save would be the ideal.

    Are you using Tome and Blood? A long shot but that's the only mod I know that messes with wizard's spells.

    Thanks.
  • ZaghoulZaghoul Member, Moderator Posts: 3,938
    Thanks for checking. No tome and blood was used, just the same as the last list I sent. I'll check again the next time I add him as a character on my newest upcoming run to see if I can reproduce it again.
  • RaduzielRaduziel Member Posts: 4,714
    Zaghoul wrote: »
    Thanks for checking. No tome and blood was used, just the same as the last list I sent. I'll check again the next time I add him as a character on my newest upcoming run to see if I can reproduce it again.

    I'll try to reproduce it on my end.
  • RaduzielRaduziel Member Posts: 4,714
    Just a heads up: tonight and tomorrow I'll be home alone. That means beer, pizza and modding.

    I'll give priority to DoF as I'm kind of blocked with Pfaug's writing. Will try to check Quayle's situation reported by @Zaghoul , add some more spells and spell fixes and at least one new NPC will be covered (Dave from @Glam_Vrock - the author of the awesome Vynd).

    If I have the time to do everything on my backlog I'll officially release 1.9.7.4 and return to my hiatus.

    Cheers.
  • RaduzielRaduziel Member Posts: 4,714
    edited May 2019
    Disclaimer: I wasn't able to do everything I wanted and I won't be alone today (Sunday). So I'll release with what I have done so far.

    What was left out: proper additions to CLEARAIR.2da (just Cloud of Pestilence was added for non-IWDEE games) and the transference of kit-exclusive spells to the sphere system.

    @Zaghoul , I couldn't reproduce Quayle's issue. Kept him in the party for several in-game hours and all the time he was able to learn, memorize and cast spells from any school (except Necromancy, see below) without problems, both arcane and divine. Sorry.

    @kjeron The integration with your spell restriction mod worked perfectly. Thanks for the support.

    ---

    Version 1.9.7.4 is up and it contains:

    - Bug fix: Conjure Water Elemental now has the correct label at Umberleer's and Valkur's .tpa files.

    - Bug fix: Shar-Teel now receives the correct spells.

    - Bug fix: Painbearer of Ilmater now receives +2 CON as it should.

    - Bug fix: Darkwalker of Ibrandul's Charisma penalty no longer displays in the character sheet as a magical effect (red).

    - Bug fix: Holy Strategist of the Red Knight has its bonus vs. Illusion stated at the kit's description as it should.

    - Bug fix: Deathstalker of Bhaal's Bone Dagger now will bypass any protection against death as it should.

    - Bug fix: Sphere's install process will no longer fail.

    - Bug fix: PnP Healing spells will not fail when cast over a valid target.
    - Bug fix: Random drops will not give the old versions of Symbol, Emotion or Fireshield.

    - Bug fix: Protection From Evil 10' now has the correct AoE (vanilla's one is 16').

    - New kit: Luckmaiden of Haela Brightaxe (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric - only for females).

    - New kit: Truesword of Arvoreen (for IWDEE and BG(2)EE - Cleric and Fighter/Cleric).

    - New NPC: Mazzy, the Truesword of Arvoreen.
    - New NPC: Dave, the Stormcaller of Talos. (thanks for that, @Glam_Vrock !)

    - Kit altering: Clerics who receive APR as Fighters will NOT receive APR due to Specialization anymore (only +0.5 at levels 7 and 13).

    - Kit altering: Clerics who may allocate more than one slot in a weapon proficiency will not be able to do so at level 1 (as any other cleric).

    - Kit altering: Horn Guard of Yondalla now multiclasses to Ranger/Cleric instead of Fighter/Cleric.

    - Kit altering: Bloodstalker of Urdlen now receives the Claws of Urdlen.

    - Kit altering: Iceguardian of Ulutiu now correctly has immunity to both cold and magical cold damage.

    - Kit altering: Icevassal of Auril now has 50% resistance to both cold and magical cold damage to fit IE's mechanics.
    - Kit altering: Cleric/Mage of Myrkul and Velsharoon will be treated as necromancers (specialist flag, saving thrown bonus and extra spell slot only).

    - Kit altering: Cleric/Mage of Baravar and Leira will be treated as illusionists (specialist flag, saving thrown bonus and extra spell slot only).

    - Kit altering: Cleric/Mage of Savras will be treated as a diviner (specialist flag, saving thrown bonus and extra spell slot only).

    - Spell altering: Cure/Cause Light/Moderate/Medium/Serious/Critical Wounds were altered to fit their PnP description.

    - Spell altering: Food created by Heroes' Feast now will disappear if not consumed within one hour and heals 1d4+4 HP.

    - Spell altering: PnP Free Action (thanks for the help, Kjeron).

    - Spell altering: PnP Slay Living.

    - Spell altering: Resist Fire/Cold is split into two different effects (Resist Fire - Resist Cold) as PnP rules state.

    - Spell altering: Improved behavior for Darkness.
    - Spell altering: Spell Immunity no longer allows different versions to stack.

    - Spell altering: Curse nullifies Bless (timed effects only).

    - Spell altering: Bless nullifies Curse (timed effects only).
    - New Spell: Acid Storm (imported from IWDEE - passed me by completely).

    - New Spell: Faerie Fire (fixed the one added by Beamdog in SoD and made it available for BG2EE and IWDEE).

    - New Spell: Light.

    - Architecture: DoF is no longer compatible with Spells Revision.

    - Architecture: Kits' spells that apply features now have Opcode 206 to prevent unwanted stacking.

    - Architecture: DoF no longer alters CLSWPBON.2da.

    - Architecture: DoF no longer alters PROFSMAX.2da.

    - Architecture: QDMulticlass function updated to 0.6 (thanks for the file, Subtledoctor).

    - Architecture: SEQUENCER_MENU function updated to 0.56 (thanks for the file, Kjeron).
  • switswit Member, Translator (NDA) Posts: 495
    Raduziel wrote: »
    - New Spell: Faerie Fire (fixed the one added by Beamdog in SoD and made it available for BG2EE and IWDEE).
    What exactly has been fixed in it?
  • RaduzielRaduziel Member Posts: 4,714
    edited May 2019
    swit wrote: »
    Raduziel wrote: »
    - New Spell: Faerie Fire (fixed the one added by Beamdog in SoD and made it available for BG2EE and IWDEE).
    What exactly has been fixed in it?

    @swit

    I did it a few weeks ago, so I may be misremembering but the projectile related to the spell was not party-friendly (or affected only the party), had a much smaller AoE than the spell description stated, was not inline with its PnP description (what is ok to vanilla but not for DoF) and the icon used was the same of Polymorph Other.

    I've changed the parameters to meet PnP's, altered the projectile to make the spell work as intended and gave it a proper icon.
    Post edited by Raduziel on
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Raduziel for the multi-class updates that now are specialists (Myrkul, Velsharoon, Savras), does his impact dual classing as well?
  • RaduzielRaduziel Member Posts: 4,714
    edited May 2019
    Necromanx2 wrote: »
    @Raduziel for the multi-class updates that now are specialists (Myrkul, Velsharoon, Savras), does his impact dual classing as well?

    No.

    If you are a cleric of those deities and dual to wizard, you'll be a regular wizard.

    If you are a wizard and dual to cleric of those deities (using Kjeron's mod), your wizard counterpart will not be affected.

    The effect for this is applied only in the multiclass' CLAB.
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Raduziel I ran into something with Arie. When she gets turned into a vampire when you kill Bhodie and I go to the temple to raise her, she is getting the -1 spell per level effects re-applied (are present twice for -2 spells per level). I needed to remove the second set of effects with EEKeeper. I have the EEKeeper screen shots below.
    emfbnm48jlm3.png

    0n652h5ydc5x.png

    [spoiler/]
  • RaduzielRaduziel Member Posts: 4,714
    edited May 2019
    Good catch. I'll pack an Opcode 206 at RASLOT.spl and call it a day.

    Thanks for the feedback.

    Edit: Fixed on Github (have to test it, though). Will be available in the next release.
  • RaduzielRaduziel Member Posts: 4,714
    edited May 2019
    So...

    Looks like my notebook is dead. Three times I've tried to start it and it gets stuck in a black screen after I insert my password.

    Fortunately, everything mod related is at GitHub (well... except the png version of the icons, the xls where I keep data related to spheres and my txt with my checklist of things to be done).

    That being said, I believe I won't be able to fix it any time soon. If it decides to fix itself (after n reboots) I'll report back here.

    This happened after a damn Windows update yesterday. I don't know why I keep allowing those things to happen, honestly.

    Cheers.


    Apparently rebooting nine times solve things.
  • RaduzielRaduziel Member Posts: 4,714
    Hi :)

    In July my daughter will begin preschool. That means that I'll have more time to mods as now my day are divided between working, studying and babysitting.

    I'll try to expend half an hour a day with my mods. This will allow me to finish DoF's next release and finally release Pfaug and The Regulars.

    Cheers.
  • southfla79southfla79 Member Posts: 214
    there's an issue with avoreen-mazzy.tpa. Seems there's something left over at line 700 (//STRING_SET #65024 @9999304) causing the component to fail. Removing the line, component installs fine.
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