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

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  • GrammarsaladGrammarsalad Member Posts: 2,582

    helo138 said:

    The rest of the shadow spells plus some other spells like Blur and Shield are in the wizard spell book and therefore not available.

    That is super weird. Do you have Near Infinity? If so can you look at d5spsha.spl and d5sfsha.spl? They should have a bunch of 171 effects, covering every spell in the sphere.

    I've had an issue before where ELSE phrases in Weidu code worked on IWDEE/BGEE/SoD, but did not work on BG2EE. I have no idea why it even how that could be the case, but maybe it's a similar issue here. (Because there is an ELSE clause within which spells are converted into divine spells (WRITE_SHORT 0x1c 2).)

    If that's the case it is definitely fixable. I might be able to massage the code a bit in other places to make it more reliable.

    I don't have access to a computer to make a hotfix, but if anyone can make a small hotfix mod, it would only need to contain this:
    BACKUP ~fnp_divine_hotfix/backup~
    AUTHOR ~SubtleD~

    BEGIN ~FnP divine spells hotfix~

    COPY_EXISTING_REGEXP GLOB ~^d5[mfp][pwlnsb85].+\.spl$~
    WRITE_SHORT 0x1c 2
    BUT_ONLY
    Save that as a text file called "fnp_divine_hotfix.tp2" inside a folder called "fnp_divine_hotfix" and pair it with a copy of weidu.exe renamed to "setup-fnp_divine_hotfix.exe" ... NPCs you've already met will be in your savegame, so they won't be aff cried, but I think kicking them out of the party and letting them back in would fix things.
    Has this been done?
  • helo138helo138 Member Posts: 53
    @Grammarsalad,
    it worked for me.
  • helo138helo138 Member Posts: 53
    edited August 2017
    @subtledoctor,

    as I am already on a roll I will post some more anomalies concerning Warrior Mystics. I started the game with a Warrior Mystic (air) and a single class mystic of air. As far as I can determine in ee-keeper the MW gets no abilities from his mystic kit. At least he doesn´t have electrical resistance or immunity against harmful cloud based spells. No casting level bonus or bonus spellslots for the multiclass looks intended, but likewise both kits have the same usability flag(s). If this is also intended then I would suggest to at least allow chainmail for the Mystic Warrior to distinguish the kits.

    Edit: Sorry forgot the weidu-log.
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  • Necromanx2Necromanx2 Member Posts: 1,246
    Started a new game in BG2EE with 0.74h as an Ur Priest and I notice that he can use any armor. Given his high sphere access, I would think he should have more of an acolytes armor access, but I wanted to check.
  • helo138helo138 Member Posts: 53
    edited August 2017
    @Grammarsalad,
    sorry if I am being annoying, but the elemental transformation hlas are still not working for me. The transformation doesn´t end after 5 turns and the innate ability to shift back to human form, doesn´t get rid of the magical weapon (and so no casting etc.). The ability seems to work at first but after 1-5 seconds the claw is back. Even changing into the slayer or werewolf form doesn´t get rid of the elemental weapon. They are only interchangeable among themselves.

    BG2EE (FnP v.074g only)
  • GrammarsaladGrammarsalad Member Posts: 2,582
    helo138 said:

    @Grammarsalad,
    sorry if I am being annoying, but the elemental transformation hlas are still not working for me. The transformation doesn´t end after 5 turns and the innate ability to shift back to human form, doesn´t get rid of the magical weapon (and so no casting etc.). The ability seems to work at first but after 1-5 seconds the claw is back. Even changing into the slayer or werewolf form doesn´t get rid of the elemental weapon. They are only interchangeable among themselves.

    BG2EE (FnP v.074g only)

    @helo138

    Do you mind trying the mini mod in the very first post? I don't think That particular fix is in the most recent version.

    Please let me know either way
  • helo138helo138 Member Posts: 53

    helo138 said:

    @Grammarsalad,
    sorry if I am being annoying, but the elemental transformation hlas are still not working for me. The transformation doesn´t end after 5 turns and the innate ability to shift back to human form, doesn´t get rid of the magical weapon (and so no casting etc.). The ability seems to work at first but after 1-5 seconds the claw is back. Even changing into the slayer or werewolf form doesn´t get rid of the elemental weapon. They are only interchangeable among themselves.

    BG2EE (FnP v.074g only)

    @helo138

    Do you mind trying the mini mod in the very first post? I don't think That particular fix is in the most recent version.

    Please let me know either way
    I am fairly sure @subtledoctor updated FnP with your fixes. Shadow Monsters and Shades are working in my install. But I will try.

    If you mean fnp_spells_3.zip, then no, the hotfix doesn´t solve my problem. I tested with the ultimate test object, the elementalist. As an Earth Elemental I can´t move, this must have something to do with the hotfix. Changing back to human form doesn´t get rid of the elemental weapon, no matter which one.
    Is this spell fundamentally different from the Wolfwere-shapechange the beast lord gets? For this spell changing back to human form gets the desired results.

    As I am already writing, which traits (stats,saving throws, thac0, AC, APR, resistances) of the respective creature file should the beast lord receive upon transformation? In my experience the beast lord gets stats, AC, APR and resistances from the respective cre-file. But the rest stays the same during the transformation. He even retains some of the item bonuses he has equipped during the change. Is this intended bevaviour? I don´t have preferences either way, but in the last couple of days I tried to start a gameplay-heavy run, and kept running into more and more unanswered questions.

    Thanks for your help.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    helo138 said:

    helo138 said:

    @Grammarsalad,
    sorry if I am being annoying, but the elemental transformation hlas are still not working for me. The transformation doesn´t end after 5 turns and the innate ability to shift back to human form, doesn´t get rid of the magical weapon (and so no casting etc.). The ability seems to work at first but after 1-5 seconds the claw is back. Even changing into the slayer or werewolf form doesn´t get rid of the elemental weapon. They are only interchangeable among themselves.

    BG2EE (FnP v.074g only)

    @helo138

    Do you mind trying the mini mod in the very first post? I don't think That particular fix is in the most recent version.

    Please let me know either way
    I am fairly sure @subtledoctor updated FnP with your fixes. Shadow Monsters and Shades are working in my install. But I will try.

    If you mean fnp_spells_3.zip, then no, the hotfix doesn´t solve my problem. I tested with the ultimate test object, the elementalist. As an Earth Elemental I can´t move, this must have something to do with the hotfix. Changing back to human form doesn´t get rid of the elemental weapon, no matter which one.
    Is this spell fundamentally different from the Wolfwere-shapechange the beast lord gets? For this spell changing back to human form gets the desired results.

    As I am already writing, which traits (stats,saving throws, thac0, AC, APR, resistances) of the respective creature file should the beast lord receive upon transformation? In my experience the beast lord gets stats, AC, APR and resistances from the respective cre-file. But the rest stays the same during the transformation. He even retains some of the item bonuses he has equipped during the change. Is this intended bevaviour? I don´t have preferences either way, but in the last couple of days I tried to start a gameplay-heavy run, and kept running into more and more unanswered questions.

    Thanks for your help.
    Okay...I'll have to check it out.

    Honestly, I'm not sure about the beast lord. @subtledoctor did we modify it in any way?
  • RaduzielRaduziel Member Posts: 4,714
    edited August 2017
    @subtledoctor @Grammarsalad I need to ask: why this huge and awesome mod is not in BWS?

    PS: The same question goes for Might and Guile.
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  • Necromanx2Necromanx2 Member Posts: 1,246
    Shadow Monster weapons are not considered magical. Is this intentional?
  • RaduzielRaduziel Member Posts: 4,714
    @subtledoctor Yes, both are there. My fault.

    But some kits are missing from BWS (namely Cyric and Clangeddin).
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  • RaduzielRaduziel Member Posts: 4,714

    As mentioned a few posts up, the Clangeddin kit is not (yet?) available in the "install kits one by one" option, so it will not have a box in BWS. If you use the "install everything" option, the Clangeddin kit will be installed.

    Cyric is not available in IWDEE because he was not yet a deity in that game.

    Clangeddin: ok, totally forgot about that.

    Cyric: I was using BWS for an EET install, so no IWDEE. Nonetheless, the kit wasn't on the selection list.

  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
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    Post edited by [Deleted User] on
  • helo138helo138 Member Posts: 53
    @subtledoctor
    thanks. I am currently playing a Beast Lord, who has no access to armors (derived from shapeshifter?). But I have downloaded the hotfix and will test in the coming days.
  • [Deleted User][Deleted User] Posts: 0
    edited August 2017
    The user and all related content has been deleted.
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    Shadow Monster weapons are not considered magical. Is this intentional?

    For any unique weapons they use, i imported the exact files from iwdee. If they aren't magical in iwdee then they aren't in bg(2)ee.

  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    @subtledoctor and @Grammarsalad
    In BG2EE with 0.74h, started a Gnome Mage/Priest multi-class and selected Baervan as deity. Everything worked fine and got the priest spells and abilities as well as Illusionist specialty fine.

    However, I cannot use any spell scrolls. I can memorize them scribe them to my spell book, but they are all red and cannot go into quick slots to be cast from the scroll (have not got a green scroll yet to test, only mage scrolls so far green scrolls work fine). It is happening for all the schools of magic (not just Necromancy, I had Divination, Conjuration/Summoning, and Evocation spell scrolls all red ). Given that I rarely cast from scrolls it does not impact me much at this time. I will continue and see if anything else happens as I progress.


    Edit: Items don't see me as a mage (Illusionist). I can't use the necklace that allows one extra 2nd level mage spell to be memorized and my Golem book (I have the golem creation mod installed). Both need you to be some kind of specialist or pure mage.

    Edit 2: Can't use the mage wants either (frost, fireball, monster summoning, lightning).
    Post edited by Necromanx2 on
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  • RaduzielRaduziel Member Posts: 4,714
    edited August 2017
    @subtledoctor @Necromanx2 I had a similar issue with my kitpack - it was a pre-2.0 issue (gently confirmed by @kjeron in a 1.3 BGEE).

    With my problem, dropping the item and picking it up again solved the issue for me. Besides that, lots of items show at the quick loot bar as unusable (like arrows for my mage/thief Undead Trickster), but once it goes to the inventory things behaved well.

    If I may give you guys some advice, see if this behavior happens at BG(2)EE before going nuts trying to solve it (like I was).
  • Necromanx2Necromanx2 Member Posts: 1,246
    edited August 2017
    @subtledoctor @Raduziel, I tried dropping and picking up the scrolls, but same issue.

    Note that the log says I installed 0.74g, but it is h I downloaded.

    Weidu log:

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~WILLOWISP/WILLOWISP.TP2~ #0 #0 // Will NPC, shaman stronghold and new shaman kit for BG2EE
    ~WILLOWISP/WILLOWISP.TP2~ #0 #1 // Change shaman .tlk string to remove "Ineligible for any stronghold" line
    ~WILLOWISP/WILLOWISP.TP2~ #0 #2 // New items for shamans and undead NPCs
    ~WILLOWISP/WILLOWISP.TP2~ #0 #3 // Optional: Drider and Dark Treant Enemies
    ~WILLOWISP/WILLOWISP.TP2~ #0 #4 // Crossmod Banters
    ~WILLOWISP/WILLOWISP.TP2~ #0 #5 // Witchlight Shaman standalone kit for BG:EE and BG2:EE
    ~TASHIA/SETUP-TASHIA.TP2~ #0 #0 // Tashia NPC Mod -> Full version (ToB required): v1.3
    ~TASHIA/SETUP-TASHIA.TP2~ #0 #2 // Tashia Add-on Pack by Bri and Lord Ernie (English only, Tashia ToB Required) -> Action Style dialogues: v1.3
    ~TASHIA/SETUP-TASHIA.TP2~ #0 #4 // Alternate portrait for Tashia. -> Tashia's Alternate Portrait 1 - Created by Amalthea.: v1.3
    ~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #0 // Tyris Flare NPC: v7
    ~YASRAENA/SETUP-YASRAENA.TP2~ #0 #0 // Yasraena (BG2:SoA & TOB NPC) created by nethrin & Sillara of the Tamari: v16_charsets
    ~NINDE/NINDE.TP2~ #0 #0 // Ninde NPC Mod for BGII: v2
    ~ISRA_BG2/ISRA_BG2.TP2~ #0 #0 // Isra for BGII: v2.1
    ~SETUP-AMBER.TP2~ #0 #0 // Amber the NPC MOD for BGII:SoA: v4
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #0 // Unofficial Item Pack
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #1 // Scarlet Katana
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #2 // Gourmet from Underdark
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #3 // Holy symbols
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #4 // New Items
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #5 // SoD items
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #6 // Better archery shop
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #7 // Reworked free action
    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #0 // Golem Construction Ability for Spellcasters: 3.0
    ~A7!GOLEMCONSTRUCTION/SETUP-A7!GOLEMCONSTRUCTION.TP2~ #0 #10 // Replace original Golem Manual: 3.0
    ~ELDRITCH_MAGIC/ELDRITCH_MAGIC.TP2~ #0 #0 // EE: Item Expansion: v1.68
    ~ELDRITCH_MAGIC/ELDRITCH_MAGIC.TP2~ #0 #1 // Congenio's Pebble Collection: v1.68
    ~ELDRITCH_MAGIC/ELDRITCH_MAGIC.TP2~ #0 #3 // XP Cap Removal -> Remove XP Cap: v1.68
    ~PALEMASTER/SETUP-PALEMASTER.TP2~ #0 #0 // Pale Master Kit for BG:EE, BG2:EE and IWD:EE: v1.4.3
    ~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #0 // Bardic Wonders: Kits
    ~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #1 // Bardic Wonders: Items
    ~C#SB_SILBER/SETUP-C#SB_SILBER.TP2~ #0 #0 // Adalon's Blood - Modification for BGII by Gandalf the white: 14
    ~SOUTHERNEDGE/SOUTHERNEDGE.TP2~ #0 #0 // Southern Edge: the new district of Athkatla -> Yes, but don't patch the existing save games: 1.10
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #0 // Shadow Magic: Shadow Adept mage Kit for BG:EE
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #1 // Shadow Magic: Shadow Monk monk kit for BG:EE
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #2 // Shadow Magic: Item Pack
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #3 // Shadow Magic: NPC Reactions
    ~SHADOWADEPT/SETUP-SHADOWADEPT.TP2~ #0 #4 // Shadow Magic: Familiars
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> all the new kits and the sphere system: 0.74g
    ~FNP_DIVINE_HOTFIX/FNP_DIVINE_HOTFIX.TP2~ #0 #0 // FnP divine spells hotfix
  • RaduzielRaduziel Member Posts: 4,714
    So it is a different issue indeed. Worth checking in another game version anyway, IMHO.
  • RaduzielRaduziel Member Posts: 4,714
    @subtledoctor

    The Acolyte's usability flag is ~0x04000000 3~ (Lathander). Maybe this is the problem?
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  • RaduzielRaduziel Member Posts: 4,714
    edited August 2017
    @subtledoctor In the Undead Slayer, when I altered the usability flag (from Necromancer to Illusionist to see if I were able to ban some necromancy spells) the scrolls from the prohibited school became unusable. That's where my hypothesis comes from.

    Well, it's a long shot anyway.
    Post edited by Raduziel on
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited August 2017
    Raduziel said:

    @subtledoctor In the Undead Slayer, when I altered the usability flag (from Necromancer to Illusionist to see if I were able to ban some necromancy spells) the scrolls from the prohibited school became unusable. That's where my hypothesis comes from.

    Well, it's a long shot anyway.

    Yeah, but what you are thinking of should make them unscribable as well. It has to be a more ' mundane' usability issue because scrolls can be scribed...hmm
  • Necromanx2Necromanx2 Member Posts: 1,246
    I notice that the Illusionist/Baervar multi-class does not honor the Illusionist restrictions for spell scribing. I was able to learn chill touch which is a Necromancy spell.
  • Necromanx2Necromanx2 Member Posts: 1,246
    @Grammarsalad, I was hoping to try a Wave Servant of Umberlee. I was wondering if you could fix the issues with it if time allowed (I know you are very busy)?
    1) Don't get summon water elemental as 6th level spell. I get it at 5th (which is correct), but all other focus spells for other elements gets the summons twice (at non-focus level and focus level). This allows for two levels of memorization.
    2) The armor is restricted to studded leather. I thought clerics get at least chain mail if not splint mail?
    3) The special ability is Storm shield instead of Smashing wave.
    4) Change the summon water elemental from a duration of 1turn +1rnd/lvl to 1turn/lvl duration.
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