Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

Neverwinter Nights: Enhanced Edition has been released! Visit nwn.beamdog.com to make an order. NWN:EE FAQ is available.
Soundtracks for BG:EE, SoD, BG2:EE, IWD:EE, PST:EE are now available in the Beamdog store.
Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

[Kit Pack] Deities of Faerûn - v 1.9.4 [42 Cleric Kits and more for IWD, BG(2)EE and EET]

RaduzielRaduziel Member Posts: 3,519
edited February 5 in General Modding
Hi :)

Link to Download

This kitpack is made of some components:

Kits

The kits per se. At the moment there are 42 kits: Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Eldath, Garagos, Helm (revised), Hoar, Ibrandul, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Loviatar, Malar, Mask, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shaundakul, Shar, Shiallia, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Ulutiu, Umberlee, Valkur, and Velsharoon.

Those deities also receive multiclass kits! Check the next post to know more details.

All the kits were designed to be as close to PnP as possible, being changed only what could not be done within the Infinity Engine boundaries or would impact gameplay balance too much.

Every kit receives its deity personalized Holy Symbol which grants while equipped: Bless, a +1 bonus do Turn/Command Undead, a +1 bonus to spellcasting time and one extra level spell for every circle.

The Holy Symbol is automatically granted once the cleric reaches level 25.

On top of that, some kits receive new and exclusive spells. Check the Readme file to get more info!

Be aware that some kits were altered to fit their PnP counterpart (as Tyr) and some abilities were completely altered (like Seeking Sword)!

Sphere System (by Kjeron)

Did you notice the spheres listed? DoF is shipped with its own sphere system. There are a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal.

Check the Readme to see the spells that are embraced by this sphere system. Kjeron made the base code and I'm currently importing spells from IWD, but the component is plenty functional.

Install Order

DoF should be installed after mods that introduce items to the game and that introduces or alters spells from the game (as IWDification, B_Spells, Spells Revision, and Raduziel's Universal Wizard Spells).

DoF should be installed after mods that introduce NPCs that receives a kit from DoF (see the list below) - otherwise the installation of those components will fail.

DoF should be installed after mods that introduce Kits that will use the Sphere System.

DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme.

DoF should be installed before Improved Shamanic Dance.

This mod is fully compatible with @kjeron 's Dual-Into-Kits and I strongly recommend that you use it, many kits on DoF have a very nice synergy with dual-classing!

DoF is no longer compatible with Faiths and Powers.

Before blowing your mind even further let me tell you guys about the things I know that are wrong but I can do nothing about:

Know Issues

* The F/C or R/C versions of the kits that have as a feature "Hit Dice: d10" will have problems with its HP count. It happens because the multiclass function uses the priests standard HD (d8) to build the average HP we see in multiclasses. Having a d10 HD, the average HD for those kits should be d10 ([10+10]/2), but instead, it receives a d9 ([10+8]/2).

To solve this I've created a spell that is applied every level permanently giving 1 HP to the designed character. The problem is, the opcode that does this is not read during Character Generation, so some HP is not gained. The loss is presented below:

BGEE/BP1/IWDEE 1 HP | SoD/BG2EE 6 HP | HoW/BP2 9 HP | ToB 13 HP

To solve this gap you'll need to enable the console commands and enter the following code (you can Copy/Paste it) with the mouse over the designed character.
C:Eval('ActionOverride(Myself,ApplySpellRES("RAHPFIX",Myself))')
Every time you do this, 1 HP will be permanently added to the character. So you'll need to do this once for BGEE/BP1/IWDEE, six times for SoD/BGEE, nine times for HoW/BP2 and thirteen times for ToB. Seems like a lot of trouble but it is quite easy and this needs to be done just after the character creation. So if you're importing a character from BG1 to BG2 you don't need to do this (as long as you did it in BG1). The same goes for BG2 and ToB, IWD and HoW.

The remaining level ups will apply this spell automatically, so this really is a one-time thing. Sorry about that, but it is an engine issue.

* The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong.

* Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling he up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod.

Wait? Anomen? YES! Next component!

Kits for NPCs

Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they can fit the kit's requisites.

It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those were powers that were there to simulate the kits abilities - what now those NPCs actually have!

PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell.

The current mod NPCs supported by DoF are:

* Tenya (Waveservant of Umberlee)

* Drake (Holy Justice of Tyr)

* Gavin (Dawnbringer of Lathander)

* Dusky (Silentwalker of Mask)

* Yvette (Heartwarder of Sune)

* Helarine (Doomguide of Kelemvor)

* Quayle BG2 (Hoodwinker of Baravar)

* Tiax for BG2 (Strifeleader of Cyric)

* Branwen for BG2 (Battleguard of Tempus)

* Yeslick for BG2 (Alaghar of Clangeddin)

Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! I'm a lovely person when I'm not drunk!

Well, I think it is over... BUT NO, IT IS NOT!

Thanks to @CamDawg 's guide and huge help from @kjeron we now have some...

Stronghold Alterings (by Kjeron)

Hold your breath, cause here comes the list!

- Auril: Talos

- Azuth: Wizard

- Baervan Wildwanderer: Druid, Ranger

- Bane: Talos, Fighter

- Baravar Cloakshadow: Thief

- Beshaba: Talos

- Clangeddin: Helm, Fighter

- Cyric: Talos, Thief

- Eldath: Lathander, Druid

- Garagos: Talos

- Helm: Helm

- Hoar: Helm

- Ilmater: Lathander

- Jergal: Helm

- Kelemvor: Helm

- Lathander: Lathander

- Loviatar: Talos

- Malar: Talos, Druid

- Mask: Talos, Thief

- Mystra: Wizard

- Oghma: Bard, Wizard

- Savras: Wizard

- Selûne: Lathander

- Shar: Talos

- Shaundakul: Ranger

- Shiallia: Druid

- Sune: Lathander, Bard

- Talona: Talos

- Talos: Talos

- Tempus: Fighter

- Torm: Helm, Paladin

- Tymora: Lathander

- Tyr: Helm, Paladin

- Umberlee: Talos

- Valkur: Lathander

- Velsharoon: Talos, Wizard


This component would not be possible without @kjeron backing me up. Actually, he built this, all I did was testing (a lot). Thanks, mate!

Kits' Colors

Based on Tweaks Anthology, this component will make all non-magical armors, helmets, and shields use the kit's assigned colors instead of those imposed by these items.

That means that your Holy Strategist of Red Knight will go around wearing a red full plate instead of a pale blue one.

All the kits' colors were designed accordingly to the pictures provided by Faiths & Avatars, Powers & Pantheons, Demihuman Deities and Monster Mythology. If you think that some color is not tuned with the ones from those books get in touch and I'll gladly edit it.

---

I need to say thanks to some people here:

@kjeron , dude, you deserve a statue. You're the most helpful person I ever met.

@Gwendolyne I would never have started modding if it wasn't for your kindness and patience.

@subtledoctor and @Grammarsalad for encouraging me with this work and letting me use their sphere system.

@CamDawg and @argent77 for the helpful codes and tools.

@Aquadrizzt for the multiclass-kit tool that made the NPC kits possible.

@Arctodus for the brainstorming.

@Necromanx2 for all the patience and bug reports that made this mod better.

Post edited by Raduziel on
AedanBubbGrammarsaladMirandelLuke93AronArctodusUOLegacyfluke13DJKajuruSharsekZaghoul
«13456731

Comments

  • RaduzielRaduziel Member Posts: 3,519
    edited February 4

    Demipowers

    Bloodreaver of Garagos

    Armor: Any.
    Weapon: Any.
    Major: All, Combat, Creation, Travelers, Vocal.
    Minor: Suffering, Darkness.
    Requirements: Str 13, Con 11, Wis 9.
    Stronghold: Talos.
    Alignment: CN, CE.
    Race: Any.
    Multiclass: Fighter/Cleric.
    Turn/Command Undead: No.

    Features:

    - Receives Attacks Per Round as if they were warriors.
    - May Enrage as a Berserker once per day.
    - May use the Chaotic Combat special ability once per day, starting at level 5.
    - May use the Blood Armor special ability once per day, starting at level 7.
    - May cast Blade Barrier once per day as a special ability, starting at level 9.
    - Hit Dice: d10.

    BLOOD ARMOR

    The caster baths PRO_HIMHERself in blood, gaining protection against physical attacks, resistance against fire and cold and vulnerability to electricity.

    CHAOTIC COMBAT

    The caster imbues a target with the chaos of the battlefield giving it a random bonus or penalty to AC and Thac0.


    Doombringer of Hoar

    Armor: Any.
    Weapon: Any.
    Major: All, Suffering, Combat, Divination, Vocal.
    Minor: Healing, Darkness.
    Requirements: Dex 10, Wis 9.
    Stronghold: Helm.
    Alignment: LN.
    Race: Any.
    Multiclass: Fighter/Cleric, Cleric/Thief.
    Turn/Command Undead: Yes.

    Features:

    - May Enrage as a Berserker once per day.
    - May cast Shocking Grasp once per day as a special ability, starting at level 3.
    - May cast Lightning Bolt once per day as a special ability, starting at level 5.
    - May use the Hand of Hoar special ability once per day, starting at level 7.
    - May use the Thunder Staff special ability once per day, starting at level 10.
    - Gains permanently the benefits of Protection From Normal Missiles at level 13.

    HAND OF HOAR

    The Doombringer inflicts a punishment upon a target that may turn it into a Revenant at service.

    THUNDER STAFF

    This spell creates a cone of force that hurls back, stuns and deafens everyone caugth in its area of effect.


    Doomscribe of Jergal

    Armor: Any.
    Weapon: Bludgeoning only.
    Major: All, Necromantic, Darkness, Divination, Time.
    Minor: Suffering, Protection, Vocal.
    Requirements: Int 11, Wis 9.
    Stronghold: Helm.
    Alignment: LN, LE.
    Race: Human.
    Multiclass: Cleric/Mage.
    Turn/Command Undead: Yes (see below).

    Features:

    - Turns or Commands Undead as a priest one level higher.
    - Gains +1 Saving Throw bonus against spells using Necromancy magic.
    - Gains +2 bonus to AC and Saving Throws vs. undead.
    - May cast Ray of Enfeeblement once per day as a special ability, starting at level 1.
    - May cast Skull Trap once per day as a special ability, starting at level 3.
    - May cast Undead Ward once per day as a special ability, starting at level 5.
    - May cast Negative Plane Protection once per day as a special ability, starting at level 5.
    - May cast Animate Dead once per day as a special ability, starting at level 10.
    - May cast Energy Drain once per day as a special ability, starting at level 20.


    Woodwife of Shiallia

    Armor: All up to and including studded leather and small shields.
    Weapon: Club, dagger, dart, sling, quarterstaff.
    Major: All, Healing, Animal, Plant, Sun.
    Minor: Protection, Thought, Travelers.
    Requirements: Wis 11, Cha 11.
    Stronghold: Druid.
    Alignment: NG.
    Race: Human, Half-Elf, Elf, Halfling, Gnome. Female only.
    Multiclass: Ranger/Cleric.
    Turn/Command Undead: No.

    Features:

    - May Lay on Hands as a Paladin three times per day.
    - May cast Entangle once per day as a special ability, starting at level 1.
    - May cast Goodberry once per day as a special ability, starting at level 1.
    - May cast Animal Summoning I once per day as a special ability, starting at level 5.
    - May cast Animal Summoning II once per day as a special ability, starting at level 7.
    - May cast Animal Summoning III once per day as a special ability, starting at level 10.
    - May cast Heal once per day as a special ability, starting at level 13.


    Holy Strategist of The Red Knight

    Armor: Plate mail and full plate mail only.
    Weapon: Any.
    Major: All, Protection, Combat, Divination, Vocal.
    Minor: Healing, Travelers.
    Requirements: Int 13, Wis 13, Cha 10.
    Stronghold: Helm, Fighter.
    Alignment: LN.
    Race: Any.
    Multiclass: Fighter/Cleric.
    Turn/Command Undead: No.

    Features:

    - Receives Attacks Per Round as if they were warriors.
    - May cast Clairvoyance once per day as a special ability, starting at level 3.
    - May use the Divination special ability once per day, starting at level 5.
    - May use the Consequence special ability once per day, starting at level 7.
    - May cast Mass Invisibility once per day as a special ability, starting at level 9.

    DIVINATION

    The caster becomes capable of foreseeing moments about PRO_HIMHER in a near future gaining a slight advantage in combat.

    CONSEQUENCE

    The caster becomes capable of foreseeing brief moments PRO_HIMHER and the environment around PRO_HIMHER in the near future gaining a slight advantage in combat.~


    Seer of Savras

    Armor: None.
    Weapon: Bludgeoning only.
    Major: All, Healing, Protection, Moon, Thought, Divination.
    Minor: Necromantic, Weave, Time.
    Requirements: Int 11, Wis 14.
    Stronghold: Wizard.
    Alignment: LN.
    Race: Human, Elf, Half-Elf.
    Multiclass: Cleric/Mage.
    Turn/Command Undead: Yes.

    Features:

    - May cast Clairvoyance once per day as a special ability, starting at level 1.
    - May cast Wizard Eye once per day as a special ability, starting at level 3.
    - May cast True Seeing once per day as a special ability, starting at level 5.
    - May cast Farsight once per day as a special ability, starting at level 7.
    - May use the Consequence special ability once per day, starting at level 10.
    - Becomes immune to Blindness, starting at level 10.
    - Becomes immune to backstab, starting at level 13.
    - May target invisible foes, starting at level 15.

    CONSEQUENCE

    The caster becomes capable of foreseeing brief moments PRO_HIMHER and the environment around PRO_HIMHER in the near future gaining a slight advantage in combat.~


    Iceguardian of Ulutiu

    Armor: All up to and including studded leather. No shield allowed.
    Weapon: Shortbow, spear, dart, dagger, short sword.
    Major: All, Animal, Combat, Water, Vocal.
    Minor: Healing, Air, Travelers.
    Requirements: Str 12, Wis 14.
    Stronghold: -
    Alignment: LN.
    Race: Human.
    Multiclass: Ranger/Cleric.
    Turn/Command Undead: No.

    Features:

    - Gains immunity to all forms of cold.
    - May use the Call Upon Polar Fury special ability once per day, starting at level 5.
    - May cast Ice Storm once per day as a special ability, starting at level 7.
    - May shapechange into a Great White Bear once per day as a special ability, starting at level 10.
    - May cast Cone of Cold once per day as a special ability, starting at level 13.
    - May cast Freezing Sphere once per day as a special ability, starting at level 15.
    - May never start or use fire.

    CALL UPON POLAR FURY:

    The Iceguardian communes with the power of the Great White Bear, gaining some of its combat's features.


    Wavetamer of Valkur

    Armor: All up to and including splint mail. No shield allowed.
    Weapon: All bludgeoning, scimitar, and spears.
    Major: All, Travelers, Water, Protection, Combat.
    Minor: Moon, Healing, Air.
    Requirements: Str 14, Wis 10, Cha 12.
    Stronghold: Lathander.
    Alignment: CG.
    Race: Any.
    Multiclass: Fighter/Cleric.
    Turn/Command Undead: Yes.

    Features:

    - May spend three slots in Two-Weapon Fighting.
    - May cast Goodberry once per day as a special ability, starting at level 3.
    - May cast Call Lightning once per day as a special ability, starting at level 7.
    - May cast Smashing Wave once per day as a special ability, starting at level 10.
    - May cast Conjure Water Elemental once per day as a special ability, starting at level 15.


    Necrophant of Velsharoon

    Armor: None.
    Weapon: Bludgeoning only.
    Major: All, Necromantic, Suffering, Darkness, Summoning, Divination.
    Minor: Vermin, Weave, Time.
    Requirements: Int 11, Wis 16.
    Stronghold: Talos, Wizard.
    Alignment: LE, NE, CE.
    Race: Human.
    Multiclass: Cleric/Mage.
    Turn/Command Undead: Yes.

    Features:

    - Gains +2 Saving Throw bonus against spells using Necromancy magic.
    - May cast Chill Touch once per day as a special ability, starting at level 1.
    - May cast Animate Dead once per day as a special ability, starting at level 5.
    - May cast Wraithform once per day as a special ability, starting at level 7.
    - May use the Gaseous Form special ability once per day, starting at level 10.
    - May cast Energy Drain once per day as a special ability, starting at level 15.
    - May cast Wail of the Banshee once per day as a special ability, starting at level 18.

    GASEOUS FORM

    This spell enables the Necrophant to assume the gaseous form of a vampire.

    Post edited by Raduziel on
  • RaduzielRaduziel Member Posts: 3,519
    edited February 4

    Elemental Lords - 4



    Lords of the Golden Hills - 6

    Fastpaw of Baervan

    Armor: All up to and including studded leather armor. No shield allowed.
    Weapon: Club, crossbows, dagger, axe, sling, spear, short bow and quarterstaff.
    Major: All, Healing, Animal, Plant, Protection, Earth.
    Minor: Combat, Creation, Travelers, Trickery.
    Requirements: Con 10, Wis 9.
    Stronghold: Druid, Ranger.
    Alignment: NG, CG.
    Race: Gnome.
    Multiclass: Ranger/Cleric, Cleric/Mage.
    Turn/Command Undead: Yes (see below).

    Features:

    - Immune to Entangle and Web.
    - May cast Barkskin once per day as a special ability, starting at level 3.
    - May cast Call Woodland Beings once per day as a special ability, starting at level 7.
    - May cast Animal Summoning III once per day as a special ability, starting at level 13.
    - May use the Changestaff special ability once per day, starting at level 15.
    - Turns Undead as a priest four levels lower.

    CHANGESTAFF

    The Fastpaw turns an ordinary piece of wood into a Treant that will fight by PRO_HISHER side until slew or the spell expires.

    Hoodwinker of Baravar

    Armor: All up to and including studded leather armor.
    Weapon: Club, dagger, dart, crossbows, short bow, short sword, sling, quarterstaff.
    Major: All, Protection, Combat, Earth, Travelers, Trickery.
    Minor: Healing, Suffering, Moon, Divination.
    Requirements: Dex 15, Int 15, Wis 9.
    Stronghold: Thief.
    Alignment: NG.
    Race: Gnome.
    Multiclass: Cleric/Mage, Cleric/Thief.
    Turn/Command Undead: No.

    Features:

    - Gains +2 Saving Throw bonus against spells using Illusion/Phantasm magic at level 3.
    - May cast Mirror Image once per day as a special ability, starting at level 3.
    - May cast Invisibility once per day as a special ability, starting at level 5.
    - May cast Dimension Door once per day as a special ability, starting at level 7.
    - May cast Mislead once per day as a special ability, starting at level 13.
    - May cast Prismatic Spray once per day as a special ability, starting at level 15.




    Yondalla's Children - 6



    Mordinsamman - 13

    Alaghar of Clangeddin

    Armor: Any.
    Weapon: Any.
    Major: All, Protection, Combat, Creation, Earth, Vocal.
    Minor: Healing, Thought, Travelers.
    Requirements: Str 15, Wis 9.
    Stronghold: Helm, Fighter.
    Alignment: LG, LN.
    Race: Dwarf.
    Multiclass: Fighter/Cleric.
    Turn/Command Undead: No.

    Features:

    - Receives Attacks Per Round as if they were warriors.
    - May achieve Mastery in Axes and Warhammers.
    - May cast Command twice per day as a special ability, starting at level 1.
    - May cast Spiritual Hammer once per day as a special ability, starting at level 3.
    - May cast Strength of One once per day as a special ability, starting at level 5.
    - May cast Defensive Harmony once per day as a special ability, starting at level 7.
    - May cast Blade Barrier once per day as a special ability, starting at level 15.

    Post edited by Raduziel on
    subtledoctor
  • RaduzielRaduziel Member Posts: 3,519
    edited June 2018

    Seldarine - 9



    Dark Seldarine - 6



    Orc Pantheon - 6

    Post edited by Raduziel on
  • subtledoctorsubtledoctor Member Posts: 10,099

    OK. Is there a way to get this to replace FnP priests of the same names? I ask because if I use this mod, I lose the ranger, paladin, and druid kits that FnP provides.

    I think Subtledoctor said there is a way to turn off installing some kits in FnP. If I turn priests off can I install all the other kits?

    A quick and dirty way is to edit the FnP .tp2 file and comment out or delete the cleric kit installs in lines 826-853, as well as some of the overlapping multiclasses in lines 986-996. Then install FnP with the "install everything" option.

    No promises there won't be hiccups in-game.

    At some point we want to change the FnP installation structure to go on a class-by-class basis, which will make this sort of thing work better. But we just don't have the time right now to effect such a major change.

  • RaduzielRaduziel Member Posts: 3,519
    edited February 2018
    @Necromanx2 I'm 90% sure that if you don't install any cleric component everything will be ok.

    I'll be busy this weekend, but I'll definitely test that by Monday.

    If you do it before me, please, let me know the results.

    Hope you enjoy it.

  • subtledoctorsubtledoctor Member Posts: 10,099
    edited February 2018
    @Raduziel I'll tell you a little secret.

    FnP currently sets minor-access spells to appear one tier higher than they normally are - the inverse of our "focus-access" spells that make spells one tier lower. So for instance, if you have minor access to the sphere of Benediction, then Bless shows up as a 2nd-tier spell.

    Some people don't like that, because those spells are underpowered compared to the other spells at the same level. So I made it optional; FnP has a settings .ini file that you can edit before installing; with it, you can set the number of spell tiers that minor-access spells are "shifted" to 0, 1, 2, whatever. (It's 1 by default, as I described above.)

    BUT unlike most mods' .ini files the FnP one does something tricky: the mod doesn't just read the file, instead it deposits the .ini file into /override and then reads the settings. I did this in order to get around some BWS behavior but the upshot is this: you can grab that file ("d5_fnp_settings.ini") from FnP, edit it as you see fit, and have your mod deposit it into /override before FnP is installed, then FnP will respect your settings instead of using its own defaults. So, if you want minor access to work as it does in PnP (spells appear at their normal tier, you get 1st- through 3rd-tier spells) you can make the FnP sphere system work that way.

    Now that I'm thinking about this: you can also use that settings file to turn off the FnP item usability system. You had asked me about that. So if your primary design consideration is for players to install this mod and then only the FnP sphere system, and you don't want the FnP opcode 181-based usability system to interfere with your opcode 319-based usability system, then you can make that happen.

    On the other hand some players might want to install this and also use more parts of FnP. My suggestion would be to have a simple component at the very end that says something like, "Use DoF setting for the FnP sphere system?" and copy in your version of the FnP settings file only if the user says "[Y]es."

    Raduziel
  • RaduzielRaduziel Member Posts: 3,519
    edited February 2018
    @subtledoctor That's useful.

    About the item usability: I got around that. I did some stress-testing and not a single item compatibility issue appeared. Had to make some adjustments (the club-staff and long-short bow issue I discussed with you), but honestly, it is not the end of the world. Nothing that will break game balance or the kit's flavor.

    I'll use the old system (minor = up to level 3 spells) and set it as DoF's default.

    Thanks for pointing that out. :)

    Edit: Now the line is one the Base Class Changes component (that is mandatory for everything else).
    //DoF's preference for FnP's sphere system

    COPY ~DeitiesOfFaerun\Lib\d5_fnp_settings.ini~ override
    v1.1 is up with this.

  • Necromanx2Necromanx2 Member Posts: 925
    Does this mod require any other mods? For example I see an ability to summon a treant. Is that ability included or do I need Spell Revisions installed as well?

    As far as kit suggestions in addition to what you are working on:
    Auril
    Malar
    Corelon
    Kelemvor
    Talona

  • RaduzielRaduziel Member Posts: 3,519
    edited February 2018

    Does this mod require any other mods? For example I see an ability to summon a treant. Is that ability included or do I need Spell Revisions installed as well?

    As far as kit suggestions in addition to what you are working on:
    Auril
    Malar
    Corelon
    Kelemvor
    Talona

    No other mod is required. DoF can be used on its own, all that you need is modmerge when necessary.

    This mod is fully compatible with Spell Revision - please let me know if some odd behavior appears.

    Deities of Faerûn will not be compatible with any mod that overhauls the base Cleric.

    About the suggestions:

    Auril and Talona are in a further To Do list.

    Corelon will wait because I intend to make all the Seldarine in one go.

    I'll need to study Malar and Kelemvor a little bit - I'm respecting the game's timeline (so you will be able to play as a Deathbringer of Bhaal in IWD, but not BG). But now I'm talking too much.

    Thanks for the suggestions!

  • Necromanx2Necromanx2 Member Posts: 925
    Can you provide an install all option?

  • Necromanx2Necromanx2 Member Posts: 925
    Are enemy clerics given kits?

  • RaduzielRaduziel Member Posts: 3,519

    Can you provide an install all option?

    As soon as I learn how to do it without removing the option of installing the components individually.

    Are enemy clerics given kits?

    Not yet, but I do plan to do it (in fact, that the reason why Talona and Auril are on the further To Do list).

    I'm studying how do I do it without messing with SCS (and without it ignoring the kit's new powers). This will take a while as I am very green when it comes to scripts.

  • RaduzielRaduziel Member Posts: 3,519
    edited February 2018
    Version 1.2 is up

    Version 1.3 is up with the following features:

    * Added immunity to dead magic and miscast magic to Mystra (as PnP rules).

    * Correct weapon selection to Baravar and Baervan (now they do not have access to longbow).

    * Fixed Mask's strings (he was stealing Torm's strings - what is kind of funny considering it is Mask).

    PS: I'm aware that Baervan should not be able to wield staves, but removing it would cripple the kit's weapon selection too much and as its special ability is based on a damn staff I decided to overlook what PnP says and keep the proficiency for the kit.

    Sorry for two updates so close to each other, it just occurred me after reading my discussion with subtledoctor that it was no longer necessary to give those two kits access to longbows (as I was doing this only to respect FnP's weapons system).

    Post edited by Raduziel on
  • subtledoctorsubtledoctor Member Posts: 10,099
    edited February 2018
    Raduziel said:

    Can you provide an install all option?

    As soon as I learn how to do it without removing the option of installing the components individually.
    This one example of where moving code from your .tp2 file out to different .tpa files becomes useful. You chop up your code, moving the installation code for each kit out to separate .txt files and give them the .tpa extension. Then, where that code used to be in your .tp2, you put an INCLUDE command to that .tpa file. Weidu always runs sequentially so the contents of the .tpa file will be executed right there, before Weidu moves on to the rest of the .tp2. It's no different from actually having the code in your .tp2. The benefit is, you can INCLUDE it from different places, under different circumstances. So for this sort of thing, I might have something like this (warning, it's just pseudocode):
    BEGIN ~install all the kitzz???~
    DESIGNATED 100

    COPY_EXISTING ~weapprof.2da~ ~override~

    [etc. whatever always-run code you have]

    INCLUDE ~mymod/kits/helm.tpa~
    INCLUDE ~mymod/kits/talos.tpa~
    INCLUDE ~mymod/kits/lathander.tpa~
    INCLUDE ~mymod/kits/tempus.tpa~

    BEGIN ~install the Helm kit~
    DESIGNATED 201
    FORBID_COMPONENT ~deities_of_faerun.tp2~ ~100~ ~already installed~

    INCLUDE ~mymod/kits/helm.tpa~

    BEGIN ~install the talos kit~
    DESIGNATED 202
    FORBID_COMPONENT ~deities_of_faerun.tp2~ ~100~ ~already installed~

    INCLUDE ~mymod/kits/talos.tpa~

    [etc.]
    So the player will have the option up-front to install everything. If the player chooses yes, since all the individual components have the FORBID_COMPONENT line relating to the first one, that will be it and the individual components will be skipped. Easy complete installation.

    But if the player chooses "no, don't install all the kits" then they will be presented with the individual components one at a time.

    (An alternative which we're using in FnP is to keep all your kits in one document, but wrap each one up inside DEFINE_ACTION_MACRO, and then LAM the macro instead of INCLUDEing separate files. Functionally, near-identical... it can possibly make editing easier, if you all the code together for ctrl-F purposes or something like that. Check the FnP .tp2 file, line 316-320 for the "install everything" version vs. lines 1634-1665 for the "install kits separately" alternative.)

  • Necromanx2Necromanx2 Member Posts: 925
    Wanted to confirm that the Cleric of Mystra does not get any healing? Seems odd that a good deity can't heal. Unless Like and Heal are the same as far as spheres are concerned?

  • RaduzielRaduziel Member Posts: 3,519
    edited February 2018

    Wanted to confirm that the Cleric of Mystra does not get any healing? Seems odd that a good deity can't heal. Unless Like and Heal are the same as far as spheres are concerned?

    Life and Healing are the same sphere.

    Altered to clarify this.

  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited February 2018
    This is interesting. The plenty-of-spheres vs. plenty-of-abilities variable is an interesting dialectic. I would want to install select DoF kits to complement FnP, but stay with FnP. Will you support case-by-case installation in a future release?

    Edit; i meant to say spheres, not kits, in the second sentence.

    Post edited by Contemplative_Hamster on
  • evildevil97evildevil97 Member Posts: 59
    I just want to say that hostiles using the kits is an exciting possibility. It's my main gripe with kit mods that they generally aren't used outside of NPCs and PCs. Will definitely keep my eyes peeled for when that component is realized.

    Raduziel
  • subtledoctorsubtledoctor Member Posts: 10,099
    edited February 2018

    I just want to say that hostiles using the kits is an exciting possibility. It's my main gripe with kit mods that they generally aren't used outside of NPCs and PCs. Will definitely keep my eyes peeled for when that component is realized.

    Problem is most abilities would need special treatment in AI scripts to have enemies use them intelligently. Most kit modders don't know how to program AI. I would love it if, say, a modder who does AI stuff came onto the FnP team and collaborated to make some enemy priests really detailed and use flavorful kit abilities against Charname... but it hasn't happened so far.

    The other problem is that any such AI modifications would likely conflict with SCS, and SCS is Just So Good that you don't want to do that.

    The shortcut way to give enemies flavorful abilities in a way that is completely compatible with SCS, is to give thrm passive abilities. So my mod gives enemy fighters the ability to use knockdown/knockback attacks, and enemy thieves get dirty tricks combat abilities.

    But given the kit abilities I glanced at for this mod, it seems like it would need real hands-on changes to scripts.

    evildevil97
  • RaduzielRaduziel Member Posts: 3,519
    edited February 2018

    This is interesting. The plenty-of-kits vs. plenty-of-abilities variable is an interesting dialectic. I would want to install select DoF kits to complement FnP, but stay with FnP. Will you support case-by-case installation in a future release?

    You can install DoF's kits one-by-one.

    Unfortunately, DoF isn't compatible with FnP's cleric's kits. Everything else should work fine. And I strongly recommend using FnP's sphere system with DoF's kits.

    The number of kits from DoF will increase soon. I'm a little busy with some RL stuff at the moment, but I believe that my middle March I should have some pantheons entirely covered: Seldarine, Morndinsamman, Yondalla's Children, Lords of the Golden Hills, Elemental Lords, Dark Seldarine, the Orc Pantheon.

    Future releases will be with entire pantheons package, so I wouldn't worry about the number of kits.

    For now, I'll work on some evil-oriented kits to complete the Gods of Fury (Auril, Talos, Umberlee, and Malar) and Selûne.

    Here is what I intend to release, chronologically (if possible):

    Selûne -> Umberlee/Auril/Malar -> Loviatar/Talona -> Bane/Myrkul/Bhaal (IWD only) -> Morndinsamman -> Lords of the Golden Hills -> Yondalla's Children -> Seldarine -> Dark Seldarine -> Elemental Lords -> Orc Pantheon -> Gond/Deneir/Milil -> Tymora/Beshaba.

    I have no idea when it will be done, but that is what I intend to do. Let's not forget that despite the support of a lot of helpful people this is a one-man-crew and I'm not a resourceful modder. I wouldn't hold my breath.

    Some gods will not appear at all because they don't have specialist clerics, just druids, shamans or rangers at their service. Chauntea, Eldath, Gwaeron Windstrom, Shiallia, Silvanus, Uthgar, Rillifane, and Solonor to be precise.

    I don't wanna flatter myself, but every deity demands a lot of work because they are a case-by-case analysis. The only thing I don't have to think about is the deity's description as I literally copy-and-paste them from the books.

    Zaghoul
  • Necromanx2Necromanx2 Member Posts: 925
    edited February 2018
    Fastpaws of Baervan still shows the option for Longbow at character creation.




    EDIT:
    Though he cannot equip the longbow. So could waste pip if not careful.

  • RaduzielRaduziel Member Posts: 3,519

    Fastpaws of Baervan still shows the option for Longbow at character creation.





    EDIT:
    Though he cannot equip the longbow. So could waste pip if not careful.

    What version are you using at the moment and what did you installed first: FnP or DoF?

    Thanks.

  • Necromanx2Necromanx2 Member Posts: 925
    DoF first and then FnP sphere system only.

    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #0 // Base Cleric Changes (required for all components): 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #1 // Install kit: Heartwarder of Sune: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #2 // Install kit: Battleguard of Tempus: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #3 // Install kit: Strifeleader of Cyric: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #4 // Install kit: Nightcloak of Shar: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #5 // Install kit: Alaghar of Clangeddin: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #6 // Install kit: Hoodwinker of Baravar: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #7 // Install kit: Fastpaw of Baervan: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #8 // Install kit: Watcher of Helm: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #9 // Install kit: Stormcaller of Talos: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #10 // Install kit: Dawnbringer of Lathander: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #11 // Install kit: Holy Justice of Tyr: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #12 // Install kit: Lorekeeper of Oghma: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #13 // Install kit: Painbearer of Ilmater: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #14 // Install kit: Dweomerkeeper of Mystra: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #15 // Install kit: Holy Champion of Torm: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #16 // Install kit: Silentwalker of Mask: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #18 // Quayle, the Hoodwinker of Baravar: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #19 // Glint, the Hoodwinker of Baravar: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #20 // Yeslick, the Alaghar of Clangeddin: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #21 // Tiax, the Strifeleader of Cyric: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #23 // Branwen, the Battleguard of Tempus: 1.4
    ~DEITIESOFFAERUN/DEITIESOFFAERUN.TP2~ #0 #24 // Viconia, the Nightcloak of Shar: 1.4
    ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #105 // Select an installation method below: -> no new kits - JUST install the sphere system: 0.74.21

  • RaduzielRaduziel Member Posts: 3,519
    @Necromanx2

    That's weird. I just installed DoF with FnP's sphere system only and the longbow proficiency doesn't show up for character creation or level up.

    I noticed that you're running an older version of FnP (currently it is 0.74.25) - maybe your version doesn't have the new system @subtledoctor implemented and talked about some posts above.

    Could you please uninstal both and retry in this exactly same order using FnP's newest version? This should solve it. I don't know if you'll need a fresh game, probably yes.

    Let me know about the results, please.

    Thanks!

  • RaduzielRaduziel Member Posts: 3,519
    @Necromanx2

    Just confirmed: the file that is needed to fix this was added on version 0.74.24

    You can get it here:

    https://github.com/UnearthedArcana/Faiths_and_Powers/releases

  • Necromanx2Necromanx2 Member Posts: 925
    edited February 2018
    Do I need to set the ini for FnP with any specific settings?

    EDIT:
    Would spell revisions come before or after this mod?

  • RaduzielRaduziel Member Posts: 3,519
    edited February 2018

    Do I need to set the ini for FnP with any specific settings?

    EDIT:
    Would spell revisions come before or after this mod?

    1) No, DoF already has a copy of the .ini file and will automatically install it.

    2) As several kits are based on the COPY_EXISTING command, I recommend that SR comes first. I'm 90% sure that I didn't use any spell that is affected by SR, but I can be wrong so this is the safest approach.

  • subtledoctorsubtledoctor Member Posts: 10,099
    edited February 2018
    SR should generally be installed before kit mods like this unless there is specific information recommending otherwise.

    RaduzielGrammarsalad
  • Necromanx2Necromanx2 Member Posts: 925
    edited February 2018
    I am having issues with installing some kits now. The Talos cleric keeps erroring out and wont install. There are others as well.

    I attached the debug from the mod install. Note that I quite the install when I hit the issue with Talos.

    Here is a screenshot of the install error I see.


«13456731
Sign In or Register to comment.