I noticed that the multi-class Gnome says he is an Illusionist, but has the bonus spell removed. I thought he gets the bonus spell and has the Illusionist benifits/drawbacks?
The game engine treats them as generalist wizards - just the label "Illusionist" won't vanish.
The only reason why they got the extra slot is because of a bug where any kitted wizard receives extra slots as if they were specialists.
Unfortunately, I can't give all the benefits/drawbacks because many of them are hardcoded so I decided to follow the engine lead and also treat them as generalists mages
It is a designed decision over an engine limitation. It is not an issue.
When I try to install it produces the following error message : ERROR : error loading (DeitiesofFaerun\Spl\RAHPFIX.spl)
This is when trying to install the main component of the mod.
Any ideas? Nobody else seems to be having the same issue.
Sorry I was preparing the next update, you probably got the file between uploads.
I don't have a computer around me, so I won't be able to fix it right now, but you can solve this issue by locating the DeitiesofFaerun.tpa inside the Components folder and deleting the following line:
//Solves the issue with the HP for F/C Kits thats receive HP as Warriors
COPY ~DeitiesOfFaerun\Spl\RAHPFIX.spl~ override
After deleting it, try to reinstall. It should work.
When I get home I'll finish this fix and will upload the correct file so this won't happen again to anyone.
This kit pack is amazing. One of the best mods ever produced in my opinion. Will be trying a lot of these kits out. Thank you!
Weird problem though. I installed this on BG1 just fine. Tried to install it on BG2. Got an error halfway, something about being out of memory and a crash. So I had a bunch of invalids as cleric kits. Go back to the setup, hit uninstall. For some reason it re-installs, and this time it works fine. No issues.
I've found a typo in the description of Strifleader of Cyric (look at the attached screenshot)
New innate abilities lack their icons (look at the attached screenshot)
Every kit is able to put 2 pips in Two-weapon Style -> Is this intended?
I noticed that if a kit description states (for instance) "Weapon: bludgeoning only", then that kit is able to equip blunt weapons and slings. In other words: are slings always a viable option if not otherwise specified?
I've found a typo in the description of Strifleader of Cyric (look at the attached screenshot)
New innate abilities lack their icons (look at the attached screenshot)
Every kit is able to put 2 pips in Two-weapon Style -> Is this intended?
I noticed that if a kit description states (for instance) "Weapon: bludgeoning only", then that kit is able to equip blunt weapons and slings. In other words: are slings always a viable option if not otherwise specified?
1) I'll fix, thanks!
2) I just made one version of the icon - the one that appears on the special abilities menu. I thought that the other version would appear only in the spellbook.
I'll see what I can do about it, but there is a chance that it will remain empty.
3) The two pips on TWF are intended. In PnP, clerics may spend one point for Ambidextry and one point for TWF-style. They may not achieve the second (and final) point in TWF-style. BG altered the system removing Ambidextry and giving three slots in TWF-style.
4) Yes, it is intended. Slings are allowed unless they are clearly forbidden - as in Bane and Tempus.
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.
Is this true also for enemy clerics? If not, this means they'll be slightly tougher due to the extra APR, right? As a matter of fact, I noticed that unkitted priests receive extra APR at level 7 and 13 just like warriors -> This has been done for certain kits to benefit from those extra APR. The problem is that also enemy unkitted clerics will benefit from that and this is probably not intended.... Thinking about it better, once you've installed this mod, there's no reason to create an unkitted cleric, right?
If the icons are not appearing now I'll have to look further in it. As it is just a minor thing it will have to wait - I'm having some RL demands at the moment.
No, the enemy priests does not receive kits yet. IIRC I flagged this component as WIP at the readme. I need to learn a lot about scripts before doing this, specially if I don't want to break compatibility with SCS.
And yes, the basic cleric is now a weak fighter. I don't altered any cre files other than those for party-NPCs, so the enemies packed in the game should be untouched by DoF - spells, APR, you name it.
My design idea was precisely that: give tons of kits so no one would want a kitless cleric - specially now with @kjeron 's dual-into-kits mod.
I didn't alter any cre files other than those for party-NPCs, so the enemies packed in the game should be untouched by DoF - spells, APR, you name it.
Well, I think you're wrong here. For example, Bassilus (a trueclass cleric) has 2 APR instead of 1 (0.5 from mastery (+++) in blunt weapons and 0.5 for being at level 7) -> So, all enemy clerics are probably affected by your mod.......
I didn't alter any cre files other than those for party-NPCs, so the enemies packed in the game should be untouched by DoF - spells, APR, you name it.
Well, I think you're wrong here. For example, Bassilus (a trueclass cleric) has 2 APR instead of 1 (0.5 from mastery (+++) in blunt weapons and 0.5 for being at level 7) -> So, all enemy clerics are probably affected by your mod.......
Ok, I just checked and they are getting extra APR indeed.
I'll see what I can do about it, thanks for bringing this to my attention.
@Raduziel, I am not sure that the Baervan/Mage multi-class is really seen as that. It seems that it sees the mage as an illusionist. I say this for two reasons. 1) I have a 21 INT, but there is not way I succeed 97% of the time scribing scrolls. 2) The Amber mod has a robe for Mages only, but me and Jan both can't ware it (see us as Illusionists instead of Mages). Just a theory, but wanted to note it.
@Raduziel, I am not sure that the Baervan/Mage multi-class is really seen as that. It seems that it sees the mage as an illusionist. I say this for two reasons. 1) I have a 21 INT, but there is not way I succeed 97% of the time scribing scrolls. 2) The Amber mod has a robe for Mages only, but me and Jan both can't ware it (see us as Illusionists instead of Mages). Just a theory, but wanted to note it.
IIRC, when I ran my test I made a C/M from Baervan and he was able to use/scribe Necromancy scrolls.
On top of that, the Saving Throw bonus/penalty that a specialist gets doesn't seem to work with those clerics.
April should be an easier month for me, so I'll run some deeper tests when we get there. In the meantime, I'm working on a component to fix the enemy cleric's issue reported by @Luke93
2) The Amber mod has a robe for Mages only, but me and Jan both can't ware it (see us as Illusionists instead of Mages). Just a theory, but wanted to note it.
If it is for mages only and doesn't allow cleric/mages or any kitted mages that really is no indication that the game considers the character an illusionist.
A character can only ever have one kit. So a kitted cerlic/mage multiclass would never be considered a "pure mage" by the game (even if you ingore the multiclass aspect).
@Ulb, you are correct. Even Nalia cannot use the robe.
I can memorize necromancy spells. So the only thing that is annoying is I fail to scribe scrolls every 5-6 attempts with a 21 INT. Could just be the vanilla roll system as I recall a normal mage seeming to fail scribe attempts way more then the % given would indicate.
So the only thing that is annoying is I fail to scribe scrolls every 5-6 attempts with a 21 INT. Could just be the vanilla roll system as I recall a normal mage seeming to fail scribe attempts way more then the % given would indicate.
Any non-specialist kitted character suffers a -15% penalty to learn all spells, the same penalty that a specialist normally suffers for spells that are not of their spellschool. This is an engine bug still waiting to be fixed.
I have a cleric of Umberlee at 10th level, but I don't see any free action icon? Is it there, but there is no icon to show it or description in the character sheet?
I have a cleric of Umberlee at 10th level, but I don't see any free action icon? Is it there, but there is no icon to show it or description in the character sheet?
Found the issue. I'll upload a fix as soon as I get home. When I made the multiclass component I had to change the suffix for all the features spells from xxxFe to xxxF. Forgot to alter Umberlee's CLAB.
I got the fee action at 10th level. Then after a few minutes (real time) it went away.
EDIT: It just came back. Does it have a time with refresh?
No. The code just takes a spell and converts it into an innate and makes it permanent after death, changes the target to self and removes the casting graphics and some other stuff.
I'll try to reproduce it tomorrow and look for a fix, my eyes are about to shut anytime now.
COPY_EXISTING ~SPPR403.spl~ ~override/RAUMBEF.spl~
WRITE_SHORT 0x1C 4
WRITE_LONG 0x34 1
WRITE_LONG 0x22 00
LPF ALTER_SPELL_HEADER INT_VAR projectile = 0 target = 5 range = 1 speed = 0 location = 0 END
LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 9 END
LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 50 END
LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 139 END
LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 141 END
LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 174 END
LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 215 END
LPF ALTER_EFFECT INT_VAR target = 2 timing = 9 duration = 0 resist_dispel = 0 END
Wanted to call this out (see screenshot). I am a NE Mage/Umberlee dual-class. I started the lidless eye quest as a Mage (so got Helm). I dualed over to the Waveservant of Umberlee and then finished the Lidless Eye quest. You can see it does not like something as I got a "No Valid Replies or Links" message. I am guessing that since Umberlee cannot be a Helm priest, it may have done this. I am able to get through it without issue, but wanted to let you know in case this mod is doing this? Could be a vanilla issue since I never did this with a vanilla game (be good or evil of something other then cleric to start lidless eye and then convert to cleric to finish quest).
Comments
The only reason why they got the extra slot is because of a bug where any kitted wizard receives extra slots as if they were specialists.
Unfortunately, I can't give all the benefits/drawbacks because many of them are hardcoded so I decided to follow the engine lead and also treat them as generalists mages
It is a designed decision over an engine limitation. It is not an issue.
Thanks for reporting
When I try to install it produces the following error message :
ERROR : error loading (DeitiesofFaerun\Spl\RAHPFIX.spl)
This is when trying to install the main component of the mod.
Any ideas? Nobody else seems to be having the same issue.
I don't have a computer around me, so I won't be able to fix it right now, but you can solve this issue by locating the DeitiesofFaerun.tpa inside the Components folder and deleting the following line: After deleting it, try to reinstall. It should work.
When I get home I'll finish this fix and will upload the correct file so this won't happen again to anyone.
Sorry about that.
I thought it would be something like that.
Thanks for the help, time to try out a cleric/thief of Mask.
The beta 1.7 uploaded on Github now has an improved version of the Darkness spell (used by Shar and Mask so far) kindly given by @Ulb .
Thanks, mate!
This time was Selune's Shooting Star that received an improvement!
Again, thanks!
Weird problem though. I installed this on BG1 just fine. Tried to install it on BG2. Got an error halfway, something about being out of memory and a crash. So I had a bunch of invalids as cleric kits. Go back to the setup, hit uninstall. For some reason it re-installs, and this time it works fine. No issues.
And thanks for the compliment, means a lot to me.
2) I just made one version of the icon - the one that appears on the special abilities menu. I thought that the other version would appear only in the spellbook.
I'll see what I can do about it, but there is a chance that it will remain empty.
3) The two pips on TWF are intended. In PnP, clerics may spend one point for Ambidextry and one point for TWF-style. They may not achieve the second (and final) point in TWF-style. BG altered the system removing Ambidextry and giving three slots in TWF-style.
4) Yes, it is intended. Slings are allowed unless they are clearly forbidden - as in Bane and Tempus.
Thanks!
1) Typo reported by @Luke93 is fixed
2) The spells should display their icons properly
3) Fixed a stupidity I did (Bhaal-related .tpa files were inside the Spl folder instead of the Component folder).
Thinking about it better, once you've installed this mod, there's no reason to create an unkitted cleric, right?
No, the enemy priests does not receive kits yet. IIRC I flagged this component as WIP at the readme. I need to learn a lot about scripts before doing this, specially if I don't want to break compatibility with SCS.
And yes, the basic cleric is now a weak fighter. I don't altered any cre files other than those for party-NPCs, so the enemies packed in the game should be untouched by DoF - spells, APR, you name it.
My design idea was precisely that: give tons of kits so no one would want a kitless cleric - specially now with @kjeron 's dual-into-kits mod.
I'll see what I can do about it, thanks for bringing this to my attention.
IIRC, when I ran my test I made a C/M from Baervan and he was able to use/scribe Necromancy scrolls.
On top of that, the Saving Throw bonus/penalty that a specialist gets doesn't seem to work with those clerics.
April should be an easier month for me, so I'll run some deeper tests when we get there. In the meantime, I'm working on a component to fix the enemy cleric's issue reported by @Luke93
A character can only ever have one kit. So a kitted cerlic/mage multiclass would never be considered a "pure mage" by the game (even if you ingore the multiclass aspect).
I can memorize necromancy spells. So the only thing that is annoying is I fail to scribe scrolls every 5-6 attempts with a 21 INT. Could just be the vanilla roll system as I recall a normal mage seeming to fail scribe attempts way more then the % given would indicate.
I'll probably need to get level 10 again to see this fix.
EDIT: It just came back. Does it have a time with refresh?
I'll try to reproduce it tomorrow and look for a fix, my eyes are about to shut anytime now.
COPY_EXISTING ~SPPR403.spl~ ~override/RAUMBEF.spl~ WRITE_SHORT 0x1C 4 WRITE_LONG 0x34 1 WRITE_LONG 0x22 00 LPF ALTER_SPELL_HEADER INT_VAR projectile = 0 target = 5 range = 1 speed = 0 location = 0 END LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 9 END LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 50 END LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 139 END LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 141 END LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 174 END LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = 215 END LPF ALTER_EFFECT INT_VAR target = 2 timing = 9 duration = 0 resist_dispel = 0 END
The game is checking for your class and, as you're supposed to be taking this one through Talos, it just does not have a reply to address to you.
I'll keep this on my radar, but IDK if something can be done about it.
Thanks for the reports.