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Expanded Classes and Kits (massive kit compilation mod)

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  • semiticgoddesssemiticgoddess Member Posts: 14,958
    @southfla79: No, it should be possible to resummon a bound creature right after the last one dies. I'm not sure what happened there. The way the mod limits you to one bound creature is by killing any that are currently on the map as soon as you cast any Fiendish Binding spell. The mod never checks to see if there's enough room for a new demon; it just deletes the old one.

    Does it happen consistently, or was this one event?
  • Chromium50Chromium50 Member Posts: 1
    @semiticgoddess First, thank you for the mod and kits. I love the Demon Summoner so far, so I'm sorry to bring up another issue with the kit, but thought you'd want to know.

    The level four Summon Cambion spell unsummons the caster when the spell expires, regardless of whether prot. from evil is active, the cambion is alive, dead, or banished. If the demon summoner is charname, the sprite is removed, the portrait stays, game keeps going, but no character to move, interact with etc. if the summoner is an npc, the portrait and sprite are removed and they are gone from the game.

    At first, I thought it may have been a mod conflict with the EET install, but I was able to replicate this in a clean BG2/ToB install with just the demon summoner kit installed. All of the other summons work as intended, just the Cambion causes the caster to unsummon with it.

    This is with the most recent update and two hotfixes you've posted recently.

    This would be kinda cool if the caster unsummoning was intentional as the cambion, well, being a cambion, and the caster forgot to keep Prot. from evil active, but reappeared after a few rounds maybe, but I don't think this is the case.

    I haven't seen any other reports of this in this thread or elsewhere, though. I thought maybe I could try to find the line code that was setting the caster to unsummoned, but I honestly have no idea what to look for or where to find such a thing.

    Anyway, again, love the mod and kits.
  • southfla79southfla79 Member Posts: 220
    @southfla79: No, it should be possible to resummon a bound creature right after the last one dies. I'm not sure what happened there. The way the mod limits you to one bound creature is by killing any that are currently on the map as soon as you cast any Fiendish Binding spell. The mod never checks to see if there's enough room for a new demon; it just deletes the old one.

    Does it happen consistently, or was this one event?

    It only happened the one time. I'll play around some more with getting them killed off and report back.
  • semiticgoddesssemiticgoddess Member Posts: 14,958
    I just uploaded a new update, which should fix several bugs so far, though I haven't yet added the no-save Seduction component. It should also fix the bug @Chromium50 found; the spell should no longer attempt to despawn the caster.
  • EndarireEndarire Member Posts: 1,534
    I mentioned preventing Seduce/Recruit from working on creatures immune to time stop because mods add such creatures and they're assumedly meant to be deific or notably epic in power.

    Thankee!
  • southfla79southfla79 Member Posts: 220
    edited March 17
    I just uploaded a new update, which should fix several bugs so far, though I haven't yet added the no-save Seduction component. It should also fix the bug @Chromium50 found; the spell should no longer attempt to despawn the caster.

    Fresh install (no other mods), using the V2 with druid revisions & updates; did an install everything:

    2npewhmde8ud.png

    Debug attached
  • semiticgoddesssemiticgoddess Member Posts: 14,958
    @southfla79: I uploaded an update which should fix each of those bugs. A single missing letter in the code caused the first two, and a single missing file caused the third.
  • logiepoologiepoo Member Posts: 1
    @semiticgoddess thanks so much for making these. One bug I ran into, and pardon me if it's already been discussed, is with the poison druid. Such a fun class but I can't figure out how to shape change back into my human form. So I've essentially become a pet snake to my party members. Any tips on how to switch back?
  • YinYin Member Posts: 1
    edited May 11
    I have a question. For certain classes, I can't select HLAs even after earning the required amount of EXP. When leveling up, the selection button remains grayed out and can't be clicked. Examples include the Sylvan Spellsword, Druidic Sorcerer or the Fairy Druid. I’ve tried this with a BG2 installation full of mods and also with a version without any other mods. What am I doing wrong, or how can I still activate the HLAs?

    Thank you very much
    Yin
  • Necromanx2Necromanx2 Member Posts: 1,249
    edited May 24
    I have a question and comments on the War mage.
    Comments:
    It seems to have an effect of use any device. I can use any potion (regardless of class restriction), any shield (even though I lack the strength), and composite longbow (even though I have a 12 strength and 18 or above should be needed).
    EDIT: I can cast Enchantment and Illusion scrolls. Cannot scribe them, but again like a use any device effect.
    Question:
    Is the war mage supposed to be able to use shields and helms?
    Post edited by Necromanx2 on
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 118
    Seeing that a large amount of text in this mod is written directly in the tp2 file, would it be possible to extract these texts into tra files as well, so that communities working on other language translations can work with them more easily?
  • ZygmudZygmud Member Posts: 2
    Hi!

    I'm trying out your expanded classes mod, and wanted to play a hedge wizard. I could not for the life of me figure out how to get the extra damage to proc though...I started in irenicus' dungeon, stealthed successfully, but upon selecting a spell, I immediately go visible, and never saw the bonus damage on, for example, magic missile. The same happened when I went invisible through the spell. What am I doing wrong?
  • ZygmudZygmud Member Posts: 2
    edited June 2
    Duplicate comment, sorry
  • semiticgoddesssemiticgoddess Member Posts: 14,958
    I've uploaded a new update for the mod to the first post of this thread, which I believe should fix the problems mentioned. As I explain at the end of this post, this is the last update I plan on releasing. There are 3 files uploaded now: a stable old version, a more recent update with Druid Revisions, and a "last update" that should address the remaining bugs.

    @logiepoo: Regarding the snake shapeshift issue, I've changed a spell file that I think was responsible for the error. The shapeshift spell should now give you an innate ability that will successfully return you to natural form.

    @Necromanx2: Those item usability oddities are indeed due to me using the Use Any Item opcode for the War Mage. I don't have the skills to patch item usability flags--that's a skill that modders like subtledoctor have--so I just threw in UAI and added some opcodes to restrict a few items that UAI otherwise would allow. So, those oddities are unintentional, but I don't have the skill to change them. There's no issue with your install or anything; War Mages are just able to use a few more items than I originally intended.

    @Zygmud: Regarding the Hedge Wizard issue, I had a fair bit of trouble getting it to be consistent, but with the currently uploaded version, the game should check every 1 second to see if the Hedge Wizard is invisible and grant it the damage bonuses for 9 seconds. Every 8 seconds, the game should check to see if the Hedge Wizard is visible, and if it wasn't invisible within 8 seconds, it should remove the bonuses.

    @Yin: Regarding the HLA issue, I think the issue was that my code wasn't copying over the right 2da tables. I've added lines that should copy them over properly.

    @MephistoSatanDevil: There are a lot of issues with how I built my tp2 file, but most of the strings in the mod are set in the tra file. The class descriptions are in the tp2, and Seducer spells are also in the tp2, but all other strings should be in the tra file. I theoretically could move those strings to the tra file, but I've never built a mod that way, so if I do, I might introduce a bug I don't have the time or energy to fix.

    If anyone wishes to include translations, they have my full permission to alter the tp2 file however they see fit, and upload the mod with the translators' work, here or on any site, without needing to check with me. See below:


    As much as I'd love for this mod to be maintained, I don't think I have it in me to keep it up to date and bug-free. Between my herniated disk, neck strain, and joint pain in my hands, my computer usage is extremely limited, and I want to save that energy for other projects. Typing and using a mouse are both painful these days.

    If anyone is willing to look after this mod (or any of my others) and make changes, I'd be glad to hand over the reins, and help explain anything about the code that needs explaining. I have never been the most talented modder in the community, and I know there are folks who understand WeiDU on a level I don't.

    And since I'm not often active in the community these days, I have one explicit announcement: everyone has my full permission to alter my mods in any way they wish, upload any version of them on any site they wish, and incorporate any of my mods, any of my code, and any of my assets into any other mod. You don't need to get my permission for anything. As for assigning credit, I would like my username mentioned if you're including my kit mods, but for any other mods, or if you're just using portions of a mod (like some of the BAM icons I've made), you don't need to credit me.

    I'm proud of the work I've done, but I am disabled now, and cannot do the work I once did.
  • Necromanx2Necromanx2 Member Posts: 1,249
    I am very sorry to hear about you health.
    Thank you very much for all your efforts over the years!!
    I really appreciate what you have done!
    I wish you good health and hope your life improves from here on out!
    Thanks again and Best Wishes @semiticgoddess !!
  • ar0nar0n Member Posts: 17
    Hi @semiticgoddess I hope all is well with you! First of all, thank you very much for your hard work. I really appreciate your creativity - these kits are well written, interesting and fun to play, offering a truly different game experience.

    While you mentioned this will probably be the last update, do you think it would be possible for you to take a look into the butcher/executioner kits once more? These are only small bugs, namely:

    BUTCHER:
    - on-hit general effect does not work properly (no bonus damage, speed factor or critical range; weapon-dependent bonuses wok, although axe dmg bonus does not seem to be shown in the character/equipment sheet)
    - I really miss the "on-kill" effect (previous version) and I think it truly fitted this kit - maybe it would make sense to give short swords/daggers bleeding effect (in place of bonus attacks) and instead add back the effect on kill (i.e. killing adds 1 attack per round and 2 movement speed for 3 rounds, cumulative)
    - HLAs seem too weak (one is worse that whirlwind, the other one only gives half attack and small bonus to dmg for a short time)

    EXECUTIONER:
    - +1 bonus to critical hit rolls does not work
    - the kit does not get Kai on level up
    - execution innate does not work properly (no insta death vs defensive roll)

    Tested on IWD:EE - all in all kits are super cool and I do want to use them for my next playthrough. Once again, thank you for all your work and effort and wishing you all the best!
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