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[Kit Pack] Deities of Faerûn (BGEE, BG2EE, IWDEE and EET)


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Hi, I was wondering it was intend than Bracers of Archery are not usable by the Hawkeye of Solonor? It's a little weird than a character than can put 3 points in bows can't wear those bracers.

Also, would it be possible to change the abilities from the Hawkeye of Solonor to be permanently activated or deactivated like the Expertise feat from the Artisan's Kitpack fighter?

Edited by Trouveur80
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Hi @Raduziel I am totally off topic.

Iam working on my install order and planning to install both Rogue Rebalancing  and Thalantyr Item upgrade. You reported on Beamdog forum that there is/was a "bad interaction between this mod (Thalantyr IU) and Rogue Rebalancing when it comes to the Short Sword of Backstabbing" (Here).

Do you remenber what bad interaction it is about ?

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@Raduziel Thank you for all of the hard work you put into this mod! It adds an incredible amount of complexity and nuance to divine casters in the game. I also really appreciate the way the kits are balanced and adhere to PnP as much as possible. 

I have a longstanding fondness for playing Necromancers, so I was delighted to see the Necrophant of Velsharoon kit included in the mod. 

One question I have is about the Cleric/Mage Necrophant multiclass. Since it's designed as a Cleric/Necromancer (as it should be! 💀), PC gets an extra spell per level and the Illusion school is barred (per Specialist Wizard rules). The kits grants +2 to saves against Necromancy spells, but it doesn't look like the other features Necromancers receive, such as +15% to learn Necromancy spells, -15% to learn spells from other schools, and the -2 penalty to enemies' saves against Necromancy spells cast by PC, have been applied. I tested the learn spell percentage by scribing multiple scrolls of Necromancy spells with 18 INT (85% chance to learn +15% specialist bonus = 100%) and my PC still failed to scribe some of them. Since the game bars the implementation of two kits, and the Necromancer bonuses are assigned upon character creation, is there a way to incorporate these bonuses into the kit? 

Lastly, given that Velsharoon is the demi-god of necromancy, liches, and undeath, it seems only fitting that his specialist priests should receive at least a +1 level bonus to commanding undead. Since the +2 bonus to saves vs. Necromancy is already granted from the Necromancy school specialization, the command undead bonus would be a fitting addition to this kit. 

Cheers,

Mortianna

 

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Hi, I tried looking on beamdog but their forums seem to have deleted me so I came to source!

Basically I'm keep getting an error on the spheres component of this mod. Even with a fresh game install. 
 

Install Component [Spheres System (by Kjeron)]?
[I]nstall, or [N]ot Install or [Q]uit? 
Installing [Spheres System (by Kjeron)] [1.9.7.6.7]
Copying and patching 1 file ...
Copying and patching 1 file ...

ERROR locating resource for 'COPY'
Resource [smtables.2da] not found in KEY file:
    [./chitin.key]
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.


I also tried registering but the sign up says I havent passed a security check but there' no captcha or anything

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On 7/16/2022 at 1:57 PM, Trouveur80 said:

Hi, I was wondering it was intend than Bracers of Archery are not usable by the Hawkeye of Solonor? It's a little weird than a character than can put 3 points in bows can't wear those bracers.

Also, would it be possible to change the abilities from the Hawkeye of Solonor to be permanently activated or deactivated like the Expertise feat from the Artisan's Kitpack fighter?

I'll see what I can do about those bracers BUT as you can see I'm struggling with time lately. Sorry for the late reply.

On 8/7/2022 at 8:53 AM, Mordekaie said:

Hi @Raduziel I am totally off topic.

Iam working on my install order and planning to install both Rogue Rebalancing  and Thalantyr Item upgrade. You reported on Beamdog forum that there is/was a "bad interaction between this mod (Thalantyr IU) and Rogue Rebalancing when it comes to the Short Sword of Backstabbing" (Here).

Do you remenber what bad interaction it is about ?

IIRC they kept replacing the item improperly or something like that. I wrote this documentation Eons ago, you can install both and see for yourself, it is not something that will break your game (I think...) As both mods alters the same item you'll probably end up with the version you install last - or RR will prevent you from upgrading the SSoB, something like that.

 

On 8/19/2022 at 8:58 PM, Mortianna said:

@Raduziel Thank you for all of the hard work you put into this mod! It adds an incredible amount of complexity and nuance to divine casters in the game. I also really appreciate the way the kits are balanced and adhere to PnP as much as possible. 

I have a longstanding fondness for playing Necromancers, so I was delighted to see the Necrophant of Velsharoon kit included in the mod. 

One question I have is about the Cleric/Mage Necrophant multiclass. Since it's designed as a Cleric/Necromancer (as it should be! 💀), PC gets an extra spell per level and the Illusion school is barred (per Specialist Wizard rules). The kits grants +2 to saves against Necromancy spells, but it doesn't look like the other features Necromancers receive, such as +15% to learn Necromancy spells, -15% to learn spells from other schools, and the -2 penalty to enemies' saves against Necromancy spells cast by PC, have been applied. I tested the learn spell percentage by scribing multiple scrolls of Necromancy spells with 18 INT (85% chance to learn +15% specialist bonus = 100%) and my PC still failed to scribe some of them. Since the game bars the implementation of two kits, and the Necromancer bonuses are assigned upon character creation, is there a way to incorporate these bonuses into the kit? 

Lastly, given that Velsharoon is the demi-god of necromancy, liches, and undeath, it seems only fitting that his specialist priests should receive at least a +1 level bonus to commanding undead. Since the +2 bonus to saves vs. Necromancy is already granted from the Necromancy school specialization, the command undead bonus would be a fitting addition to this kit. 

Cheers,

Mortianna

 

Thanks for the kind words.

I've tried to implement the other features to no avail, unfortunately - even with @kjeron's help (what means that it probably can't be done at all).

As for the other features, DoF implements the kits per PnP rules so as stupid as it is you need to blame TSR not me.

14 hours ago, Guest Photo said:

Hi, I tried looking on beamdog but their forums seem to have deleted me so I came to source!

Basically I'm keep getting an error on the spheres component of this mod. Even with a fresh game install. 
 

Install Component [Spheres System (by Kjeron)]?
[I]nstall, or [N]ot Install or [Q]uit? 
Installing [Spheres System (by Kjeron)] [1.9.7.6.7]
Copying and patching 1 file ...
Copying and patching 1 file ...

ERROR locating resource for 'COPY'
Resource [smtables.2da] not found in KEY file:
    [./chitin.key]
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.


I also tried registering but the sign up says I havent passed a security check but there' no captcha or anything

DoF's current version is 1.9.8 and can be found here

Please, check if the issue persists in this new version.

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13 hours ago, Raduziel said:

DoF's current version is 1.9.8 and can be found here

Please, check if the issue persists in this new version.

Oh! I had 1.9.7.x - will check it out, thank you!!

Is there any way to get the deathstalker of Bhaal to be an option in Baldurs Gate? (I appreciate that Bhaal is technically dead at that point)

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On 9/30/2022 at 5:22 AM, Guest Photo said:

  

Oh! I had 1.9.7.x - will check it out, thank you!!

Is there any way to get the deathstalker of Bhaal to be an option in Baldurs Gate? (I appreciate that Bhaal is technically dead at that point)

Yup, go to DeitiesofFaerun.tp2 (located inside DoF/DeitiesofFaerun) and delete line 422

REQUIRE_PREDICATE (GAME_IS ~iwdee~) @9999906

You can do it for any kit you want to mix-and-match with any game - just make sure you're deleting the GAME_IS line.

Cheers.

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Since you're not on the Beamdog Forum anymore and your Regulars kit collection hasn't been released, I just wanted to chime in here and tell you how much I appreciate your approach to small, flavourful kit mods specifically geared towards NPCs (Militia Captain, Mercenary, Charlatan). So many class or kit mods seem to try and reinvent the wheel, and while I have nothing but respect for that, it goes rather over my head. These however simply add a touch of roleplay to the mechanics - what more could you ask for?

PS: While I'm here though - albeit I despise myself for continuing to mix praise with requests, would it be possible to make the kit components of DoF standalone (and thus compatible with Spell Revisions and SCS)? I've grown so used to SR over the years that I can hardly imagine having to relearn the vanilla spells anew, let alone enjoy the encounters without SCS realistic AI...

Edited by Isewein
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On 10/11/2022 at 4:22 PM, Isewein said:

Since you're not on the Beamdog Forum anymore and your Regulars kit collection hasn't been released, I just wanted to chime in here and tell you how much I appreciate your approach to small, flavourful kit mods specifically geared towards NPCs (Militia Captain, Mercenary, Charlatan). So many class or kit mods seem to try and reinvent the wheel, and while I have nothing but respect for that, it goes rather over my head. These however simply add a touch of roleplay to the mechanics - what more could you ask for?

PS: While I'm here though - albeit I despise myself for continuing to mix praise with requests, would it be possible to make the kit components of DoF standalone (and thus compatible with Spell Revisions and SCS)? I've grown so used to SR over the years that I can hardly imagine having to relearn the vanilla spells anew, let alone enjoy the encounters without SCS realistic AI...

That is awesome to read, thank you very much. The Regulars idea is exactly that: a RP-oriented flavor and period. DoF reproduces a bunch of official material that's why it is so huge.

And that reminded me that I promised The Regulars and never released it. I'll try to work on it a little this week and see if I can give at least a preview: many of the isolated-mods will need to be rewritten as those were build when I was very green in modding.

I have no idea about the other two kits that I had sketched to release with the Regulars. IIRC one of them is Knight that... well, is a Fighter-kit a little bit paladin-ish but without fancy divine powers - pretty much a Fighter who loses all his ranged attacks in favor of resisting Charm spells and Psiconics. The second one I can't remember what I was planning to develop.

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