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[Kit Mod] The Artisan's Kitpack

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  • TrouveurTrouveur Member Posts: 1,025
    Hi Jastey, there is a paladin kit Martyr of Ilmater indeed.
  • jasteyjastey Member Posts: 2,942
    Thanks! I'd need the kit(s)'s "Kit(Player1" name for checking for it.
  • TrouveurTrouveur Member Posts: 1,025
    Hi Jastey, there is a paladin kit Martyr of Ilmater indeed.
    jastey wrote: »
    Thanks! I'd need the kit(s)'s "Kit(Player1" name for checking for it.
    Should be "C0ILM". :)
  • jasteyjastey Member Posts: 2,942
    @Trouveur thanks for the confirmation!
  • MarciusVetrackMarciusVetrack Member Posts: 18
    sorry if this is commented already, but my level 1 arcane archer/mage has 4 spell slots, is this normal?
  • barker262barker262 Member Posts: 99
    I've checked the thread and there are no mentions of the Ranger 'Archer' kit here.
    I downloaded the kit onto a clean install, and the called shot is unchanged;
    Effect available from the start: +1 penalty to target's THAC0
    Effect unlocked at level 8: +1 penalty to target's save vs Spell
    Effect unlocked at level 12: -1 penalty to target's Strength
    Effect unlocked at level 16: +2 Piercing damage

    v's the Kitpack description

    CALLED SHOT: The archer makes a debilitating shot targeted at their opponent’s limbs and vitals. All successful ranged attacks within the next 10 seconds have the following non-cumulative effects besides normal damage, lasting for one round per upgrade, according to the level of the Archer:
    4th level: Target’s dexterity stat is halved
    8th level: Target’s movement rate is reduced to 25%
    12th level: Target loses one attack per round
    16th level: +2 bonus unmitigated missile damage on each hit.

    Also many of the more interesting features seem to be missing completely ie; – 7th level: Manyshot: The first attack the archer makes each round with a bow or crossbow launches two projectiles instead of one, with each arrow rolling individually to hit.

    Is there an up to date readme? Did the mod not work? Are the changes something else entirely but the text remains unchanged? Or has the kit pack itself been abandoned, I see alot of comments that the author no longer posts? Can't say I blame them, seems as though everone's been banned.
  • TrouveurTrouveur Member Posts: 1,025
    barker262 wrote: »
    I've checked the thread and there are no mentions of the Ranger 'Archer' kit here.
    I downloaded the kit onto a clean install, and the called shot is unchanged;
    Effect available from the start: +1 penalty to target's THAC0
    Effect unlocked at level 8: +1 penalty to target's save vs Spell
    Effect unlocked at level 12: -1 penalty to target's Strength
    Effect unlocked at level 16: +2 Piercing damage

    v's the Kitpack description

    CALLED SHOT: The archer makes a debilitating shot targeted at their opponent’s limbs and vitals. All successful ranged attacks within the next 10 seconds have the following non-cumulative effects besides normal damage, lasting for one round per upgrade, according to the level of the Archer:
    4th level: Target’s dexterity stat is halved
    8th level: Target’s movement rate is reduced to 25%
    12th level: Target loses one attack per round
    16th level: +2 bonus unmitigated missile damage on each hit.

    Also many of the more interesting features seem to be missing completely ie; – 7th level: Manyshot: The first attack the archer makes each round with a bow or crossbow launches two projectiles instead of one, with each arrow rolling individually to hit.

    Is there an up to date readme? Did the mod not work? Are the changes something else entirely but the text remains unchanged? Or has the kit pack itself been abandoned, I see alot of comments that the author no longer posts? Can't say I blame them, seems as though everone's been banned.
    The mod have been updated just few weeks ago.
    Take care to download the MASTER version on Github, NOT an old release version.
    Artisan posts in his own Discord channel, not much on forums.
  • barker262barker262 Member Posts: 99
    Trouveur wrote: »
    barker262 wrote: »
    I've checked the thread and there are no mentions of the Ranger 'Archer' kit here.
    I downloaded the kit onto a clean install, and the called shot is unchanged;
    Effect available from the start: +1 penalty to target's THAC0
    Effect unlocked at level 8: +1 penalty to target's save vs Spell
    Effect unlocked at level 12: -1 penalty to target's Strength
    Effect unlocked at level 16: +2 Piercing damage

    v's the Kitpack description

    CALLED SHOT: The archer makes a debilitating shot targeted at their opponent’s limbs and vitals. All successful ranged attacks within the next 10 seconds have the following non-cumulative effects besides normal damage, lasting for one round per upgrade, according to the level of the Archer:
    4th level: Target’s dexterity stat is halved
    8th level: Target’s movement rate is reduced to 25%
    12th level: Target loses one attack per round
    16th level: +2 bonus unmitigated missile damage on each hit.

    Also many of the more interesting features seem to be missing completely ie; – 7th level: Manyshot: The first attack the archer makes each round with a bow or crossbow launches two projectiles instead of one, with each arrow rolling individually to hit.

    Is there an up to date readme? Did the mod not work? Are the changes something else entirely but the text remains unchanged? Or has the kit pack itself been abandoned, I see alot of comments that the author no longer posts? Can't say I blame them, seems as though everone's been banned.
    The mod have been updated just few weeks ago.
    Take care to download the MASTER version on Github, NOT an old release version.
    Artisan posts in his own Discord channel, not much on forums.

    Master version on Github. Cheers, I'll check it out.
  • barker262barker262 Member Posts: 99
    Got a bug report for the Artisan Kitpack Paladin:

    The Paladin (unkitted) in the pack has these features; In particular it lists Divine Grace, which give a +1 bonus to saving throws at 19 CHR and an additional +1 every two points of CHR.


    xfhg7f8353np.jpg



    I have a paladin in game with 23 CHA and you can see the effects below;

    r6jcf9ljqab9.jpg

    Seems to start working as intended with (-3) along side the unbuffed save stats. Although that in itself might be a clue, that it's treating the stat increase as a temporary buff to the Saves. As opposed to an ability effect like Dexterity has on AC.
    Moving from location to location and fighting etc, they seem to be about right for the save percentages, that is to say the Save numbers are real. With a few save increasing items, poison is a thing of the past for instance.

    HOWEVER, immediately after a rest this happens: the (-3) disappears and all the saves return to their pre-stat boost. The Divine Grace ability seems to be agnostic to CHR boosts from spells like friends or Algernons cloak which I can deal with. But I spent a lot of ingame money on Tomes of leadership (a few added from a mod called books and boots) only for it all to fail on rest. That's an expensive night at the Inn.

    3r8z1lrdo6yw.jpg


    The mod is from the most recent Master release. Any ideas how to get the ability back or how to address it to the mod creator? I don't have discord and don't plan on getting it.
  • barker262barker262 Member Posts: 99
    Just a quick update on my previous post. The changes lasted slightly longer than a rest and reset after a full day of in game time. So they're still temporary, but have a timer built in that ends in a day. Any idea where I can look for that effect in EEKeeper or something?

    Also I found this clue in EEkeeper: This file entry is present in the Effects tab when the save modifiers are active, and it's the right amount (3).

    qgblrrk6f91o.png

    Then in the save when the effect is missing, that file is also missing:

    akt98omm89x6.jpg
  • barker262barker262 Member Posts: 99
    In addition to my previous two posts. One final behaviour noted with the bug.
    The bug is not time related, it's actually a sort of 'feedback' between the Divine Grace save bonus and the 'Aura of courage' ability gained at third level. The ability says in part that '...it passively provides half of the Divine Grace bonus to allies within 10'.'

    So when the paladin is amonst his party he gets his Divine Grace bonus as do all of the party members in range. However when he moves away from the group and they fall outside the invisble aura radius. The party members AND the paladin lose all the aura bonuses.

    This info is for anyone encountering the bug. That's about as much interaction as this 'forum' generates.
  • Lionheart02_KirschLionheart02_Kirsch Member Posts: 4
    eiu1yaskpaau.png

    I've got an issue with the tweals set up regarding the Cavalier renamed into Chevalier component and the installation of the Sacred Soul Kit for BG1. The Chevalier component works in BG2 however. Is this a mod conflict issue?
  • masteralephmasteraleph Member Posts: 297
    The best place to ask this question is Artisan's Discord. But IIRC there are definitely conflicts that have come up with Talents of Faerun in particular, if you're installing that.
  • Ryan72511Ryan72511 Member Posts: 5
    OK so anyone know if the enlightened fist class is supposed to have a hp Dice roll of d1d4, the place I got the kit from said they have a d6 for HP rolls at level up but this seems wrong?
  • zelurkerzelurker Member Posts: 184
    edited June 28
    Tested the eldritch knight (a fighter/mage kit), and he can't equip any weapon, not even a staff. I thought maybe it was a conflict with another mod, but it's my last installed mod for now. I also have this message in loop if launch infinityloader from a terminal, but it's probably unrelated, I don't think the eldricht knight is using eex:
    [!][EEex.dll] op401 (SetExtendedStat) - Invalid special (extended stat id) value: 200
  • Kensei_xXxKensei_xXx Member Posts: 486
    I had such conflicts too, and remember it being related to Talents of Faerun and/or EEex.
    For the time being, I would say, use Artisans Kitpack or ToFs Kits.
  • zelurkerzelurker Member Posts: 184
    edited June 28
    I have only artisans kitpack, no faerun talents. After investigating some more : actually installing the eldritch kit breaks a lot of things after that even a warrior as a main character can't equip a sword, and it's for this kit alone installed from artisanskitpack !

    So I went back to the last released version, 4.81 in 2024, for this one installing the kit fails because it doesn't find the spell c0ek4.spl. So I deleted the line related to this spell since I have no way to know what it's used for, and the kit installed with warnings :
    WARNING: no effects altered on c0ek3.spl

    WARNING: no effects altered on c0ek3.spl
    Well at least in this state it's playable, all characters can equip weapons, I guess something is still probably broken in the kit, but it's less important than not being able to equip any weapon!

    EDIT: ok, finally the most recent versions seems to be 4.81a even if it appears later in the list of releases on github. But it still has a small error if installing this kit, a missing ~ at the end of the last line of text of lib/eldritch_knight.tpa. With this single character added the installation works well and without any warning this time.
    All this trouble is because the default download link points to the latest git version, except the version in git is now clearly unstable, it should point to the latest released version.
    Anyway this seems to work now!
    Post edited by zelurker on
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