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Faiths and Powers: Gods of the Realms (Kitpack and divine caster/spell tweaks)

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  • kjeronkjeron Member Posts: 2,367
    I'm getting a different error, SPPR217.spl cannot find file.

    "sphere_system.tpa", line 916:
    COPY_EXISTING ~%the_spell%.spl~ ~override/~ should be: COPY_EXISTING ~%the_spell%.spl~ ~override~

    After fixing this I do not get the permission denied error for the ini file, installation completes just fine.
    v0.74
    BGSOD(v2.3...)
    Win7
    NEVER
    ALWAYS
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  • kjeronkjeron Member Posts: 2,367

    That one is weird because there is a check for its IDS entry. But in any event I added a file check for the RES as well and it is now fixed in 0.74a.

    The file exists, it's the override path that is broken, that extra "/" at the end was causing the problem.
  • RaduzielRaduziel Member Posts: 4,714
    edited August 2017
    Still getting the same error. It is the only mod that behaves this way - I was able to install several other normally as you can see in the log.

    Damn, I was really curious about the sphere system. Finally taking 2 clerics would make sense.

  • ThacoBellThacoBell Member Posts: 12,235
    The sphere system won't install for me either. I'd like to try @kjeron 's fix, but I don't know how to open a tp2 file.
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
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  • ThacoBellThacoBell Member Posts: 12,235
    edited August 2017

    ThacoBell said:

    The sphere system won't install for me either. I'd like to try @kjeron 's fix, but I don't know how to open a tp2 file.

    As I said, it was already fixed before that post was even up.

    COPY_EXISTING - ~spell.ids~ ~faiths_and_powers/backup~
    COUNT_REGEXP_INSTANCES ~CLERIC_ALICORN_LANCE~ spell_exists
    ACTION_IF (spell_exists) BEGIN
    LAF RES_NUM_OF_SPELL_NAME
    STR_VAR spell_name = EVAL ~CLERIC_ALICORN_LANCE~ RET spell_res
    END
    ACTION_IF FILE_EXISTS_IN_GAME ~%spell_res%.spl~ BEGIN
    COPY_EXISTING ~%spell_res%.spl~ ~override~
    LPF ALTER_EFFECT INT_VAR silent = 1 match_opcode = 12 parameter2 = (0 + 64 << 16) savingthrow = 0 END
    BUT_ONLY
    END
    END</pre>
    How do I apply it? I downloaded the latest FnP 20 min ago, but I get the install fail for the sphere system.

    *EDIT* Yes I am using 0.74a
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
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  • RaduzielRaduziel Member Posts: 4,714
    edited August 2017
    Do you need more info, doc? How can I help you?

    The error is Permission Denied.

    Only happening with F&P (version 0.74a).

    Install option 3 (no kits - just sphere system).

    When the bug first happened I had:

    Divine Remix (no sphere system) - Tempus, Shar, and Cyric only

    Divine Remix Hotfix

    FG_Cleric Kits - Baravar and Clangeddin only

    I Hate Undead Kitpack

    I altered both DR and FGCK with the code you gave me to the Undead Redeemer and all mods installed without any issue.

    The game is BGEE + SoD patched to the latest version. Steam version.

    My OS is Windows 10.

    After the bug, I installed several mods without any problem, so I don't think it is a problem with my PC, but I can be wrong.

    Please, let me know if I can give you any more useful information.

    Post edited by Raduziel on
  • ThacoBellThacoBell Member Posts: 12,235
    Here you go. Only occurs when trying to install the sphere system. BGEE+SoD latest patch, on WIN10
    ERROR: COPY ~SPPR217.spl~ ~OVERRIDE/~ FAILED: cannot open target
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited August 2017
    I'm coming into this late and am missing a lot of details. But one commonality I'm seeing is bgee+sod on Windows 10. I have a windows10system but cannot test until Friday.
    ThacoBell said:

    Here you go. Only occurs when trying to install the sphere system. BGEE+SoD latest patch, on WIN10

    ERROR: COPY ~SPPR217.spl~ ~OVERRIDE/~ FAILED: cannot open target
    @kjeron seems to be right about the "/" at end. Are you using an earlier version? I understand that @subtledoctor already fixed this...

    Edit: i.e. are you using version 0.74a (i think it is)
  • ThacoBellThacoBell Member Posts: 12,235
    @Grammarsalad I am indeed using 0.74a (the latest release according to GitHub). Its getting late enough on end that I can't stick around, but I appreciate all the work you guys are doing. Have a good night!
  • GrammarsaladGrammarsalad Member Posts: 2,582
    ThacoBell said:

    @Grammarsalad I am indeed using 0.74a (the latest release according to GitHub). Its getting late enough on end that I can't stick around, but I appreciate all the work you guys are doing. Have a good night!

    Ok. I'll see if i can figure it out. I can make time now, so I'll do a test install
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
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  • helo138helo138 Member Posts: 53
    edited August 2017
    @subtledoctor

    Thanks that did the trick.

    Some things I noticed in the new version:

    The new Mystic Warrior class gets no spells. Instead the class gets the deity selection ability, but no valid selections are possible.
    The Fire Mystic doesn´t get the 7. level (for focus access 6. level) firestorm spell. I don´t know how that is possible. I checked other kits with mayor access (not focus access) to fire (for example Dawnbringer of Lathander) and they get the spell just fine.
    Shadow Mystics get an innate haste-ability, don´t know if this is intended. Also I don´t see any 4-7. level shadow spells in his spellbook. Maybe the same problem as above (focus access?).
    Water Mystic the same.
    Light Mystic is only missing 7. level Sunray spell. Does also have the innate haste-ability.

    I like the change you did with the shifting of minor access spells to higher levels.

    When I have time I will spot test the HLA-abilities, especially the druid ones.

    Edit: A quick test of the elemental transformation HLAs (Arctic Druid, Fire Mystic) confirmed that, after changing back to human form, the character retains the elemental weapon (Air and Fire Elemental, others not checked). Tested at the start of TOB (level up with ee-keeper) with only FnP installed.
    The rest of the abilities I checked are working, but I will test more thoroughly when I have more time.
    Post edited by helo138 on
  • RaduzielRaduziel Member Posts: 4,714
    This version installed perfectly.

    Nice job.
  • RangeltoftRangeltoft Member Posts: 83
    Did install, but with a warning on the Sphere system.
    I can confirm that Focus Access seems broken, Minion of Moander gets a totalt of 3 plant spells (Barkskin,Thorn Spray and Assassin Vines).

    The Jungle Druid only seems to get the Wyvern shapeshift and no other.
    Shades and Contiuency(spelling?) still breaks the game. Earth Elemental transformation also locks the meele weapon to the Elemental ones.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited August 2017

    Did install, but with a warning on the Sphere system.
    I can confirm that Focus Access seems broken, Minion of Moander gets a totalt of 3 plant spells (Barkskin,Thorn Spray and Assassin Vines).

    The Jungle Druid only seems to get the Wyvern shapeshift and no other.
    Shades and Contiuency(spelling?) still breaks the game. Earth Elemental transformation also locks the meele weapon to the Elemental ones.

    Contiuency? Is that one of our spells?

    I know about Shades...And, I think I know about the others.

    I was able to install it, as well. I am doing a trial with Malwarebytes and it seems to think that Weidu is ransomware when installing fnp. Weird...
  • RangeltoftRangeltoft Member Posts: 83



    Contiuency? Is that one of our spells?

    Contingency is the one I meant. also Chain Contingency HLA.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited August 2017
    Nvrmind
  • RaduzielRaduziel Member Posts: 4,714
    edited August 2017
    @subtledoctor @Grammarsalad

    I did a quick test creating 6 priests in a multiplayer-solo game and the result is: the spheres system is not working.

    Here follow the problems:

    1) The weapons allowance that I input in the code doesn't work

    2) The only spells all the clerics have access are the Universal ones

    3) The armor allowance that I input in the code doesn't work

    4) The weapon proficiency allowance that I input in the code doesn't work

    The game specifics are:

    - BGEE+SoD v2.3.67.3 (Steam version)

    - Windows 10

    - Using the latest F&P version (0.74b)

    - Mods that alter clerics that I'm using: Divine Remix (the Cleric Revised component that allows installing other kits), Tweaks v3 (Cleric PnP spell progression), Spells Revision. Installed F&P after those.

    - Added kits: Strifleader of Cyric (DR v8), Battleguard of Tempus (DR v8), Nightcloak of Shar (DR v8), Hoodwinker of Baravar (FG_ClericKits), Alaghar of Clangeddin (FG_ClericKits), Undead Redeemer (I Hate Undead Kitpack).

    The Weidu log is attached as is the Setup debug for F&P.

    How the code was input in every kit follows (notice that FG_Cleric uses the folder !BaseItems instead of Lib):

    Strifleader of Cyric:

    [pre]ACTION_INCLUDE ~%MOD_FOLDER%/lib/fnp_compat.tpa~

    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_ROWS 1 rows
    READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
    BUT_ONLY

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 0
    u_plate_armor = 0
    u_club_staff = 1
    u_hammers = 0
    u_maces = 1
    u_flails = 0
    u_axes = 0
    u_daggers = 1
    u_short_swords = 1
    u_long_swords = 0
    u_scimitars = 0
    u_katanas = 0
    u_bastard_swords = 0
    u_2hand_swords = 0
    u_halberds = 0
    u_spears = 0
    u_darts = 1
    u_slings = 0
    u_bows = 1
    u_crossbows = 1
    STR_VAR
    clab_name = EVAL ~%mod_clab%~
    class = ~cleric~
    s_Life = ~x~
    s_Death = ~major~
    s_Benediction = ~minor~
    s_Destruction = ~major~
    s_Protection = ~x~
    s_War = ~x~
    s_Exploration = ~minor~
    s_Knowledge = ~major~
    s_Deception = ~major~
    s_Thought = ~major~
    s_Dread = ~major~
    s_Vigor = ~x~
    s_Affliction = ~major~
    s_Animal = ~x~
    s_Plant = ~x~
    s_Earth = ~x~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~x~
    s_Light = ~x~
    s_Shadow = ~major~
    s_Magic = ~minor~
    s_Perdition = ~major~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END[/pre]


    Battleguard of Tempus

    [pre]ACTION_INCLUDE ~%MOD_FOLDER%/lib/fnp_compat.tpa~

    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_ROWS 1 rows
    READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
    BUT_ONLY

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 1
    u_plate_armor = 1
    u_club_staff = 2
    u_hammers = 2
    u_maces = 2
    u_flails = 2
    u_axes = 2
    u_daggers = 2
    u_short_swords = 2
    u_long_swords = 2
    u_scimitars = 2
    u_katanas = 2
    u_bastard_swords = 2
    u_2hand_swords = 2
    u_halberds = 2
    u_spears = 2
    u_darts = 0
    u_slings = 0
    u_bows = 0
    u_crossbows = 0
    STR_VAR
    clab_name = EVAL ~%mod_clab%~
    class = ~cleric~
    s_Life = ~major~
    s_Death = ~x~
    s_Benediction = ~major~
    s_Destruction = ~minor~
    s_Protection = ~minor~
    s_War = ~major~
    s_Exploration = ~x~
    s_Knowledge = ~x~
    s_Deception = ~x~
    s_Thought = ~x~
    s_Dread = ~minor~
    s_Vigor = ~major~
    s_Affliction = ~x~
    s_Animal = ~x~
    s_Plant = ~x~
    s_Earth = ~x~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~x~
    s_Light = ~x~
    s_Shadow = ~x~
    s_Magic = ~minor~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END[/pre]


    Nightcloak of Shar

    [pre]ACTION_INCLUDE ~%MOD_FOLDER%/lib/fnp_compat.tpa~

    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_ROWS 1 rows
    READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
    BUT_ONLY

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 1
    u_plate_armor = 0
    u_club_staff = 1
    u_hammers = 1
    u_maces = 1
    u_flails = 1
    u_axes = 0
    u_daggers = 1
    u_short_swords = 1
    u_long_swords = 0
    u_scimitars = 0
    u_katanas = 0
    u_bastard_swords = 0
    u_2hand_swords = 0
    u_halberds = 0
    u_spears = 0
    u_darts = 1
    u_slings = 1
    u_bows = 0
    u_crossbows = 0
    STR_VAR
    clab_name = EVAL ~%mod_clab%~
    class = ~cleric~
    s_Life = ~minor~
    s_Death = ~major~
    s_Benediction = ~minor~
    s_Destruction = ~major~
    s_Protection = ~minor~
    s_War = ~x~
    s_Exploration = ~x~
    s_Knowledge = ~major~
    s_Deception = ~major~
    s_Thought = ~major~
    s_Dread = ~major~
    s_Vigor = ~x~
    s_Affliction = ~major~
    s_Animal = ~x~
    s_Plant = ~x~
    s_Earth = ~x~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~x~
    s_Light = ~x~
    s_Shadow = ~major~
    s_Magic = ~minor~
    s_Perdition = ~major~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END[/pre]


    Hoodwinker of Baravar

    [pre]ACTION_INCLUDE ~%MOD_FOLDER%/!BaseItems/fnp_compat.tpa~

    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_ROWS 1 rows
    READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
    BUT_ONLY

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 0
    u_plate_armor = 0
    u_club_staff = 1
    u_hammers = 1
    u_maces = 1
    u_flails = 1
    u_axes = 0
    u_daggers = 1
    u_short_swords = 1
    u_long_swords = 0
    u_scimitars = 0
    u_katanas = 0
    u_bastard_swords = 0
    u_2hand_swords = 0
    u_halberds = 0
    u_spears = 0
    u_darts = 1
    u_slings = 1
    u_bows = 1
    u_crossbows = 1
    STR_VAR
    clab_name = EVAL ~%mod_clab%~
    class = ~cleric~
    s_Life = ~minor~
    s_Death = ~x~
    s_Benediction = ~minor~
    s_Destruction = ~x~
    s_Protection = ~major~
    s_War = ~x~
    s_Exploration = ~major~
    s_Knowledge = ~minor~
    s_Deception = ~major~
    s_Thought = ~major~
    s_Dread = ~minor~
    s_Vigor = ~x~
    s_Affliction = ~x~
    s_Animal = ~x~
    s_Plant = ~minor~
    s_Earth = ~major~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~x~
    s_Light = ~x~
    s_Shadow = ~major~
    s_Magic = ~major~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END[/pre]


    Alaghar of Clangeddin

    [pre]ACTION_INCLUDE ~%MOD_FOLDER%/!BaseItems/fnp_compat.tpa~

    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_ROWS 1 rows
    READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
    BUT_ONLY

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 1
    u_plate_armor = 1
    u_club_staff = 1
    u_hammers = 5
    u_maces = 1
    u_flails = 1
    u_axes = 5
    u_daggers = 0
    u_short_swords = 0
    u_long_swords = 0
    u_scimitars = 0
    u_katanas = 0
    u_bastard_swords = 0
    u_2hand_swords = 0
    u_halberds = 0
    u_spears = 0
    u_darts = 0
    u_slings = 1
    u_bows = 0
    u_crossbows = 0
    STR_VAR
    clab_name = EVAL ~%mod_clab%~
    class = ~cleric~
    s_Life = ~minor~
    s_Death = ~x~
    s_Benediction = ~minor~
    s_Destruction = ~x~
    s_Protection = ~major~
    s_War = ~major~
    s_Exploration = ~minor~
    s_Knowledge = ~minor~
    s_Deception = ~x~
    s_Thought = ~x~
    s_Dread = ~x~
    s_Vigor = ~major~
    s_Affliction = ~x~
    s_Animal = ~x~
    s_Plant = ~x~
    s_Earth = ~major~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~x~
    s_Light = ~x~
    s_Shadow = ~x~
    s_Magic = ~minor~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END[/pre]


    Undead Redeemer

    [pre]ACTION_INCLUDE ~%MOD_FOLDER%/lib/fnp_compat.tpa~

    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_ROWS 1 rows
    READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
    BUT_ONLY

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 1
    u_plate_armor = 1
    u_club_staff = 1
    u_hammers = 1
    u_maces = 1
    u_flails = 1
    u_axes = 0
    u_daggers = 0
    u_short_swords = 0
    u_long_swords = 0
    u_scimitars = 0
    u_katanas = 0
    u_bastard_swords = 0
    u_2hand_swords = 0
    u_halberds = 0
    u_spears = 0
    u_darts = 0
    u_slings = 1
    u_bows = 0
    u_crossbows = 0
    STR_VAR
    clab_name = EVAL ~%mod_clab%~
    class = ~cleric~
    s_Life = ~minor~
    s_Death = ~major~
    s_Benediction = ~major~
    s_Destruction = ~minor~
    s_Protection = ~major~
    s_War = ~major~
    s_Exploration = ~minor~
    s_Knowledge = ~major~
    s_Deception = ~x~
    s_Thought = ~minor~
    s_Dread = ~minor~
    s_Vigor = ~major~
    s_Affliction = ~x~
    s_Animal = ~x~
    s_Plant = ~x~
    s_Earth = ~minor~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~major~
    s_Light = ~major~
    s_Shadow = ~minor~
    s_Magic = ~minor~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END[/pre]
  • ThacoBellThacoBell Member Posts: 12,235
    It installs just fine now, thanks for the quick fix. I'll test it when I have some more time.
  • The user and all related content has been deleted.
  • RaduzielRaduziel Member Posts: 4,714
    @subtledoctor Are you 100% sure that FnP should be installed after every other kit?

    Cause in the TP2 of the code you gave to input in the Redeemer I see a check looking for FnP files at the override.
    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END
  • RaduzielRaduziel Member Posts: 4,714
    I was taking a deeper look at the cleric kits and I think I'll use FnP instead of other kits for this purpose.

    Some quick questions to @subtledoctor and @Grammarsalad

    Any chance that you guys will make an Alaghar of Clangeddin kit?

    Why the Battleguard of Tempus can't use splint mail/plate mail/full plate?

    Thanks!
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
    The user and all related content has been deleted.
  • RaduzielRaduziel Member Posts: 4,714
    @subtledoctor

    Taking a look right now (after installing F&P) I see that all those 2da are empty. Just the headers, not a single value input in any row. Is that supposed to work that way?

    I'll delete my entire folder and start from zero and see how it behaves. Will let you guys no.

    About my questions on the previous post, can I have some hope on the Clangeddin kit?

    I can alter the Tempus to let it wear heavy armor, but I have the feeling that adding a new kit on my own would mess everything up.

    ----------------

    Did a test over a clean IWDEE install and after installing the Redeemer, before installing the F&P, all the 2da are indeed empty.
  • The user and all related content has been deleted.
  • RaduzielRaduziel Member Posts: 4,714
    It's the Battleguard from FnP.

    The plate mail thing was not a criticism, just an honest question :)

    Well, looks like FnP does everything I want from all other those kits. Saves me a lot of trouble.

    My only concern now is: why the Redeemer didn't get the spheres access? That worries me.

    Did a try over a clean IWDEE install and only the Universal spells were given.

  • RaduzielRaduziel Member Posts: 4,714
    edited August 2017
    Just notice that in the installation log, FnP is not appending the Redeemer (RAUR) or the Circle Enforcer (RACE).

    Defining Faiths and Powers info for kit clabpr01 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabpr02 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabpr03 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabpr04 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit ohtyr ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabdr01 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabdr02 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabdr03 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabdr04 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabpa01 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabpa02 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabpa03 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabpa04 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabpa05 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabpa06 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabrn01 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabrn02 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabrn03 ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit CLABRN04 ...
    Appending to files ...
    Appending to files ...
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    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit clabrn05 ...
    Appending to files ...
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    Appending to files ...
    Copying and patching 3 files ...
    Copying and patching 1 file ...

    Defining Faiths and Powers info for kit OHTEMPUS ...
    Appending to files ...
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    Copying and patching 3 files ...

    Defining Faiths and Powers info for kit RAUP ...
    Appending to files ...
    Appending to files ...
    Appending to files ...
    Copying and patching 3 files ...


    It stops at the RAUP (Undead Predator - the first kit of the kitpack).

    I think that I'm making something wrong here, but have no idea what.

    Inside the Lib folder for the kitpack are the files: d5_class.2da, d5_spher.2da, d5_usabl.2da, fnp_compat.tpa and fl#add_kit_ee.tpa.

    The Component folder for the kitpack holds the .tpa, including the Redeemer and the Enforcer.

    The Tables folder for the kitpack holds the .2da files that are the CLAB and HLA for the kits.

    The codes inside the tpa follows

    Circle Enforcer

    ACTION_INCLUDE ~IHateUndead/lib/fnp_compat.tpa~

    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_ROWS 1 rows
    READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
    BUT_ONLY

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 0
    u_plate_armor = 0
    u_club_staff = 1
    u_hammers = 0
    u_maces = 0
    u_flails = 0
    u_axes = 0
    u_daggers = 1
    u_short_swords = 0
    u_long_swords = 0
    u_scimitars = 1
    u_katanas = 0
    u_bastard_swords = 0
    u_2hand_swords = 0
    u_halberds = 0
    u_spears = 1
    u_darts = 1
    u_slings = 1
    u_bows = 0
    u_crossbows = 0
    STR_VAR
    clab_name = ~RACE~
    class = ~druid~
    s_Life = ~major~
    s_Death = ~x~
    s_Benediction = ~minor~
    s_Destruction = ~x~
    s_Protection = ~minor~
    s_War = ~x~
    s_Exploration = ~minor~
    s_Knowledge = ~major~
    s_Deception = ~x~
    s_Thought = ~major~
    s_Dread = ~x~
    s_Vigor = ~major~
    s_Affliction = ~major~
    s_Animal = ~major~
    s_Plant = ~major~
    s_Earth = ~major~
    s_Water = ~major~
    s_Air = ~major~
    s_Fire = ~major~
    s_Light = ~major~
    s_Shadow = ~x~
    s_Magic = ~minor~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END


    Undead Redeemer

    ACTION_INCLUDE ~IHateUndead/lib/fnp_compat.tpa~

    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_ROWS 1 rows
    READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
    BUT_ONLY

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 1
    u_plate_armor = 1
    u_club_staff = 1
    u_hammers = 1
    u_maces = 1
    u_flails = 1
    u_axes = 0
    u_daggers = 0
    u_short_swords = 0
    u_long_swords = 0
    u_scimitars = 0
    u_katanas = 0
    u_bastard_swords = 0
    u_2hand_swords = 0
    u_halberds = 0
    u_spears = 0
    u_darts = 0
    u_slings = 1
    u_bows = 0
    u_crossbows = 0
    STR_VAR
    clab_name = ~RAUR~
    class = ~cleric~
    s_Life = ~minor~
    s_Death = ~major~
    s_Benediction = ~major~
    s_Destruction = ~minor~
    s_Protection = ~major~
    s_War = ~major~
    s_Exploration = ~minor~
    s_Knowledge = ~major~
    s_Deception = ~x~
    s_Thought = ~minor~
    s_Dread = ~minor~
    s_Vigor = ~major~
    s_Affliction = ~x~
    s_Animal = ~x~
    s_Plant = ~x~
    s_Earth = ~minor~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~major~
    s_Light = ~major~
    s_Shadow = ~minor~
    s_Magic = ~minor~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END


    @subtledoctor If you can save me from my idiocy I would be very grateful.
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