I can't install Expanded Classes. Each component gives the following error message:
ERROR: Sys_error("ExpandedClasses/lib/fl#add_kit_ee.tpa: No such file or directory")
I can't install Expanded Classes. Each component gives the following error message:
ERROR: Sys_error("ExpandedClasses/lib/fl#add_kit_ee.tpa: No such file or directory")
There is an error in the name of the mod folder.
You need to rename the folder Expanded Classes to ExpandedClasses without space between.
I can't install Expanded Classes. Each component gives the following error message:
ERROR: Sys_error("ExpandedClasses/lib/fl#add_kit_ee.tpa: No such file or directory")
There is an error in the name of the mod folder.
You need to rename the folder Expanded Classes to ExpandedClasses without space between.
Hello i tried to install but every class got a failed to install message,press enter to exit
Any ideas what i can do to get this installed as i like the look of it
Hello i tried to install but every class got a failed to install message,press enter to exit
Any ideas what i can do to get this installed as i like the look of it
You probably have the same issue as the one mentioned one post above yours.
I can't install Expanded Classes. Each component gives the following error message:
ERROR: Sys_error("ExpandedClasses/lib/fl#add_kit_ee.tpa: No such file or directory")
There is an error in the name of the mod folder.
You need to rename the folder Expanded Classes to ExpandedClasses without space between.
If it was possible to convert a Mage/Thief to Druid/Thief, I suppose it would also be possible to convert Fighter/Mage/Thief into Fighter/Druid/Thief??
I'd so like to play a Fighter/Druid/Thief and assign some kits to that combo...
likely an issue of my lacking intelligence but i have no clue how to install this when i launch the exe it just gives me a bunch of options and when i type something and press enter it gives me more options am i doing something wrong? ive set up mods like tome and blood isnt it the same or am i missing something?
This mod does not work on the current build of bgee and eet 13.4
i tried a mega mod instalation and everything is fine and working minus this mod
i cant make a simple half elf fighter/mage/druid, the only options i get is in the cleric class, to make a cleric/druid and even so, it does not work, it makes a cleric only. i tried the d2 option and it does not work too.
i'm unisntalling this mod.
thanks.
sorry i was looking in the wrong place, for me to make a fighter/mage/druid, i have to click in the mage/cleric option sorry
sorry again, but after i installed everything set in the right order, i still cant make a fighter mage druid, when i click in the mage/cleric option, i see a mage/cleric, a druid mage, and a cleric druid mage, i think in the previous post, i confounded and read fighter isntead, so where do i go to make a fighter mage druid? please help, i tried all multiclasses options and this is nowhere to be seem
Hey all! I don't visit the community like I used to, but I spent some time working on this mod over the past month and have posted a new update. A bug that stalled installation should now be fixed, the Flare Dancer and Sky Dancer kits have been reintroduced and rebalanced, and I've added a few brand-new kits as well: Force Wizard, Executioner, Primordial Witch Doctor, and Kuo-toa Disciple. Those last two are the first bard kits I've ever made.
The Force Wizard is a melee mage that focuses on unarmed attacks, and gets special versions of certain spells like Ghoul Touch and Tenser's Transformation. The Executioner specializes in one-hit kills, being able to make multiple attack rolls but primarily getting bonuses from the first attack each round.
The Kuo-toa Disciple is a weird Jester-like bard that can transform into a kuo-toa permanently and get similar bonuses. Its bard song inflicts fear or feeblemind, and it gets strengths and weaknesses modeled after kuo-toa, like a weakness to fire but the ability to see through invisibility.
I'm especially proud of how the Primordial Witch Doctor turned out. It's probably one of my three most ambitious kits, alongside the Seducer and Alchemist. The Witch Doctor cannot learn or cast any normal mage spells and it also has Wizard Slayer-style item restrictions, but it gains access to more than 40 custom spells themed after Neolithic societies and ancient human history. It's got a LOT of weird little tools, from summoning a viper to draining levels to calling down a waterfall. It gets lots of spell slots, but all of the spells are just a *bit* underpowered, so it shouldn't break the difficulty.
There is also a small component that introduces some magical items themed after the ancient world, which can be used by Witch Doctors and Wizard Slayers. None of them are particularly strong; just modestly useful, so that a Witch Doctor will have something nice to fill their equipment slots. The items are all placed on bosses, depending on the game:
BG1: Genthore, Sil, Narcillicus, Nimbul, Sendai, Davaeorn, Tranzig, and Silke
BG2: TorGal, Galvena, Rejiek Hidesman (skeleton version in Trademeet), Samia, Prebek, Lavok, Kyland Lind, and Ilyich
IWD: Kerish, Malavon, Presio, Joril, Yxunomei, Mytos, Lysan, and Kaylessa
I probably won't show up here very often in the future, but I love y'all and I hope folks have fun with the new kits.
EDIT: If anyone wants to use any resources or code or files from this mod, you have my full permission.
Just uploaded a small update with a few fixes. The Primordial Witch Doctor kit probably needs to be made a little more powerful, but I'm not yet sure how much.
@semiticgoddess Noticed few more bugs in the Kuo-Toa Disciple:
- Lore value is normal, description says half
- Haste is given lv12 and Invisibility Detection lv15, description (probably wrongly) says the other way around
- Can't select HLA's as the ability button is grayed out
- Natural Regeneration HLA doesn't give duration in description, and also has double negative which is probably wrong?
I've uploaded a new version with some bugfixes and a couple of new kits: the Butcher, a fighter kit that gets bonuses from consecutive attacks, and the Bog Witch, the first shaman kit I've ever made.
The Bog Witch is another kit I'm really proud of, and it took hours of bugfixing over the course of many days for me to get the shaman dancing working the way I wanted. A Bog Witch has no chance of failure when trying to summon a creature, and can summon stronger monsters than a regular shaman, but the monsters decay if the Bog Witch doesn't keep dancing--and the dance reduces the Bog Witch's HP every round, so they get steadily more vulnerable as they keep summoning.
Will the unarmed strikes of Sky Dancer Monk at some point count as a magical weapon for the purpose of overcoming resistances? Will they ever increase in damage?
And when you say "two additional attack rolls with each attack," will each additional attack roll also have a chance of triggering effects, say for Disrupting Strike or for weapon's effects?
@Illustair: The Sky Dancer's fists should become magical weapons at the same time as vanilla monks, which is level 9 by default. They will increase in damage, but a Sky Dancer will never deal a lot of damage with their fists; the 80% damage penalty applies to every damage bonus the Sky Dancer might get.
The extra attacks do trigger on-hit effects. Disrupting Strike will trigger more often, though stun-locking a creature entirely isn't easy with fists: the extra attacks happen in clumps, so a level 1 Sky Dancer will make three nearly-simultaneous attack rolls, with a high chance of stunning for 1 second but no chance of stunning for 3 consecutive seconds.
On-hit effects from weapons also trigger more often for one of the Dancer kits. The Dagger of Venom can deal triple poison damage compared to another wielder. Darts of Wounding and Darts of Stunning are very strong for Sky Dancers, though you'll be expending ammunition three times as fast as well.
@Dan_P Thanks for the catch. I just uploaded a new update that should fix the issue. But you will need to uninstall and reinstall the mod in order to update any existing saves, because the mod component order has now been changed.
Apparently my race restrictions removal component was too narrow to be fully functional, and I'm unfamiliar with some of the files needed to implement it. So, I'm removing that component from the mod entirely, since the CDTweaks mod already has a component that does work and has more features than mine.
I copied and pasted over the relevant K_SH_X.2da files, which should get the Bog Witch kit to install properly even without the CDTweaks mod.
I've also made some graphical improvements to the Bog Witch kit, and introduced another brand new kit: the Poison Druid, a druid that loses a lot of normal druid spells (goodbye Call Lightning and Chaotic Commands!) but gets 14 poison-themed custom spells, 2 for each spell level. They get a lot of slower-acting damage spells with pretty new graphics, as well as 2 spells that can temporarily remove any creature's immunity to poison.
Comments
ERROR: Sys_error("ExpandedClasses/lib/fl#add_kit_ee.tpa: No such file or directory")
There is an error in the name of the mod folder.
You need to rename the folder Expanded Classes to ExpandedClasses without space between.
That worked, thank you very much
Any ideas what i can do to get this installed as i like the look of it
You probably have the same issue as the one mentioned one post above yours.
Thank you!
I'd so like to play a Fighter/Druid/Thief and assign some kits to that combo...
Thank you for any comments!
i tried a mega mod instalation and everything is fine and working minus this mod
i cant make a simple half elf fighter/mage/druid, the only options i get is in the cleric class, to make a cleric/druid and even so, it does not work, it makes a cleric only. i tried the d2 option and it does not work too.
i'm unisntalling this mod.
thanks.
sorry i was looking in the wrong place, for me to make a fighter/mage/druid, i have to click in the mage/cleric option sorry
The Force Wizard is a melee mage that focuses on unarmed attacks, and gets special versions of certain spells like Ghoul Touch and Tenser's Transformation. The Executioner specializes in one-hit kills, being able to make multiple attack rolls but primarily getting bonuses from the first attack each round.
The Kuo-toa Disciple is a weird Jester-like bard that can transform into a kuo-toa permanently and get similar bonuses. Its bard song inflicts fear or feeblemind, and it gets strengths and weaknesses modeled after kuo-toa, like a weakness to fire but the ability to see through invisibility.
I'm especially proud of how the Primordial Witch Doctor turned out. It's probably one of my three most ambitious kits, alongside the Seducer and Alchemist. The Witch Doctor cannot learn or cast any normal mage spells and it also has Wizard Slayer-style item restrictions, but it gains access to more than 40 custom spells themed after Neolithic societies and ancient human history. It's got a LOT of weird little tools, from summoning a viper to draining levels to calling down a waterfall. It gets lots of spell slots, but all of the spells are just a *bit* underpowered, so it shouldn't break the difficulty.
There is also a small component that introduces some magical items themed after the ancient world, which can be used by Witch Doctors and Wizard Slayers. None of them are particularly strong; just modestly useful, so that a Witch Doctor will have something nice to fill their equipment slots. The items are all placed on bosses, depending on the game:
BG2: TorGal, Galvena, Rejiek Hidesman (skeleton version in Trademeet), Samia, Prebek, Lavok, Kyland Lind, and Ilyich
IWD: Kerish, Malavon, Presio, Joril, Yxunomei, Mytos, Lysan, and Kaylessa
EDIT: If anyone wants to use any resources or code or files from this mod, you have my full permission.
- Lore value is normal, description says half
- Haste is given lv12 and Invisibility Detection lv15, description (probably wrongly) says the other way around
- Can't select HLA's as the ability button is grayed out
- Natural Regeneration HLA doesn't give duration in description, and also has double negative which is probably wrong?
The Bog Witch is another kit I'm really proud of, and it took hours of bugfixing over the course of many days for me to get the shaman dancing working the way I wanted. A Bog Witch has no chance of failure when trying to summon a creature, and can summon stronger monsters than a regular shaman, but the monsters decay if the Bog Witch doesn't keep dancing--and the dance reduces the Bog Witch's HP every round, so they get steadily more vulnerable as they keep summoning.
And when you say "two additional attack rolls with each attack," will each additional attack roll also have a chance of triggering effects, say for Disrupting Strike or for weapon's effects?
Thanks.
The extra attacks do trigger on-hit effects. Disrupting Strike will trigger more often, though stun-locking a creature entirely isn't easy with fists: the extra attacks happen in clumps, so a level 1 Sky Dancer will make three nearly-simultaneous attack rolls, with a high chance of stunning for 1 second but no chance of stunning for 3 consecutive seconds.
On-hit effects from weapons also trigger more often for one of the Dancer kits. The Dagger of Venom can deal triple poison damage compared to another wielder. Darts of Wounding and Darts of Stunning are very strong for Sky Dancers, though you'll be expending ammunition three times as fast as well.
It looks like the base games only have the shaman (K_SH_*) files for human, half-elf, and half-orc.
Also, the class/race restrictions component from this mod doesn't seem to do anything. Races are still restricted to their normal classes.
Apparently my race restrictions removal component was too narrow to be fully functional, and I'm unfamiliar with some of the files needed to implement it. So, I'm removing that component from the mod entirely, since the CDTweaks mod already has a component that does work and has more features than mine.
I copied and pasted over the relevant K_SH_X.2da files, which should get the Bog Witch kit to install properly even without the CDTweaks mod.
I've also made some graphical improvements to the Bog Witch kit, and introduced another brand new kit: the Poison Druid, a druid that loses a lot of normal druid spells (goodbye Call Lightning and Chaotic Commands!) but gets 14 poison-themed custom spells, 2 for each spell level. They get a lot of slower-acting damage spells with pretty new graphics, as well as 2 spells that can temporarily remove any creature's immunity to poison.