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[Kit Pack] I Hate Undead (BGEE, BG2EE, IWDEE and EET)


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Hey Raduziel, Just letting you know that I started a "I Hate Undead" party using all kits from your kitpack. I have:

Deathslayer Wizard

Holy Redeemer

Burial Defender (Half-Orc)

Death Tricker (Tiefling)

Undead Hunter (Aasimer)

Undead Predator (Elf)

          I will post their run in the "Maybe This Time (No Reload Challenge)," although I am not necessarily going for a 'no-reload.' It's going to be about writing a short story detailing their adventures.

          The plot is that The Triad, i.e., Tyr, Ilmater, Torm, have selected these six NPCs, previously unknown to one another, to conduct an all out campaign to destroy undead across Toril. The three deities access that the proliferation of all types of undead has become a clear and present danger to everyday  folk. Thus, they are forced to step in and organize an effort to cleanse the Sword Coast and beyond. Ao, the Overgod, will not permit them to act directly, but has allowed them to act indirectly. To pull them together, each of the NPCs receives a tome that will grant them access to Candlekeep, where they are directed to find Gorion's ward. From there the adventures begin. I'll keep you informed. 

          If one of them dies permanently, i.e., chunked, I have a 'bench' that includes those kits I don't list above: Grave Mourner Bard, Circle Enforcer Druid, Pallid Mask Monk, Dreadful Witch Shaman, Imprisoned Soul Sorcerer. 

           Can't wait. This should be fun. CKT

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Hi Raduziel, some really nice kits in this pack so great work. I noticed a couple small things that I'm assuming are not intended. Undead Predators still get spell slots with "All" Sphere spells (installed with Deities of Faerun). Also, Dreadful Witch can put 2 pips in 2 weapon style. Not big issues obviously, but just mentioning in case you didn't know.

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9 minutes ago, Dan_P said:

Hi Raduziel, some really nice kits in this pack so great work. I noticed a couple small things that I'm assuming are not intended. Undead Predators still get spell slots with "All" Sphere spells (installed with Deities of Faerun). Also, Dreadful Witch can put 2 pips in 2 weapon style. Not big issues obviously, but just mentioning in case you didn't know.

Thanks for the feedback but both are intended.

As PnP Rules, priests may get two slots in Two Weapon Fighting Style (actually one slot for Ambidexterity and another one for TWFS, but IE translated that as 3 slots in TWFS).

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16 minutes ago, Raduziel said:

Thanks for the feedback but both are intended.

As PnP Rules, priests may get two slots in Two Weapon Fighting Style (actually one slot for Ambidexterity and another one for TWFS, but IE translated that as 3 slots in TWFS).

Good to know, thanks. Is Dreadful witch considered more of a Cleric than?. Main reason I was asking is because the description says it has same restrictions as normal Shaman, which is restricted to 1 pip in the current version.

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3 minutes ago, Dan_P said:

Good to know, thanks. Is Dreadful witch considered more of a Cleric than?. Main reason I was asking is because the description says it has same restrictions as normal Shaman, which is restricted to 1 pip in the current version.

Nope, Shaman also have access to two slots per PnP rules.

So does Thieves and, if my memory serves me right, Bards.

As I said: in PnP you can add up to two slots to a fighting style (two weapon in this scenario) plus one slot for Ambidexterity.

IE translated that as three slots in TWFS, that's why all my kits behaves like that.

I'm feeling a headache right now and English is not my primary language, so sorry if something gets confused and let me know if you need further explanation.

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46 minutes ago, Raduziel said:

Nope, Shaman also have access to two slots per PnP rules.

So does Thieves and, if my memory serves me right, Bards.

As I said: in PnP you can add up to two slots to a fighting style (two weapon in this scenario) plus one slot for Ambidexterity.

IE translated that as three slots in TWFS, that's why all my kits behaves like that.

I'm feeling a headache right now and English is not my primary language, so sorry if something gets confused and let me know if you need further explanation.

No it's all good. I understand what you're saying with how they combined the proficiencies for the games. Hope you feel better soon.

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Hi again, I just wanted to quickly mention something I noticed. It's with the current version of the mod, v3.8.1. I first noticed a few weeks ago in IWDEE with Burial Defender but I also quickly checked a couple kits with BG2EE v2.5. I wanted to look into it more before posting, but I haven't had time recently (for gaming in general) so I'm posting this now before I forget.

The issue is with exporting/importing some of the kits in this pack. Basically, with a few of the kits, when you export (either from pre-generating or from in a game), then import that chr file, the character in the game won't have any effects. By effects, I'm talking about everything under the "Effects" tab in EEKeeper or other editors.

Sometimes, the chr file itself is created without any effects. Sometimes, the chr file has effects, but loses them when imported. There is a sort-of quick fix for it. If you use EEKeeper to empty the effects list, then add all effects with the "Add Kit Effects" button, you can import the new edited chr file. The character in the game will than have all effects. At least, this works with Burial Defender. Haven't tested every kit.

Also note, this is specifically when importing. It doesn't happen if you create a new character when starting a game. You can test this really quickly just by creating a new Burial Defender and importing a pregenerated one together into the same game. The imported one won't have the movement speed bonus.

Sorry, I don't have any more info than this. I do know that not all the kits are affected and that the Burial Defender is affected in both IWDEE and BG2EE.

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Just now, kjeron said:

@RaduzielThe final effect of RABDF.spl, is an op206 blocking itself, which prevents the game from reapplying the spell when it processes the CLAB file at CHARGEN.

Thanks for pointing out the problem.

I do remember, however, to have added op206 at the end of every "feature-spell" to prevent another issue where it was being applied twice - don't remember what was the problem back there, to be honest.

@Dan_P I'm away from home now and won't be available until Thursday, but as soon as possible I'll implement a solution (if possible, as I said above op206 was used to prevent another issue that I don't remember).

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Hi, I've found... something, when installing I Hate Undead before Workshop Kitpack. It gives me an error with clastext.2da, and checking it I see this:

RAHUUP      	12     155      174662      174664      174663      15888      0      31257
FALLEN_RAHUUP	12     155      174672      174664      174673      15888      1      31257   -1
RAHUHR      	3      156      174674      174676      174675      15884      0      31255
RAHUHRF      	8      157      174674      174679      174675      15889      0      9573
RAHUDS      	1      158      174680      174682      174681      15882      0      31253
RAHUDSF      	7      159      174680      174686      174681      15889      0      9574
RAHUDT      	4      160      174687      174689      174688      15883      0      31254
RAHUDTM      	13     161      174687      174694      174688      15889      0      9575
RAHUBD      	2      162      174695      174697      174696      15881      0      31252
RAHUGM      	5      163      174700      174702      174701      15886      0      31269
RAHUCE      	11     164      174715      174717      174716      15885      0      32301
RAHUCEF      	16     165      174715      174726      174716      15889      0      9579
RAHUPM      	20     166      174727      174729      174728      31494      0      32299
RAHUDW      	21     167      174732      174734      174733      32343      0      32344
RAHUIS      	19     168      174749      174751      174750      31495      0      32300

The line for FALLEN_RAHUUP adds a -1 in a ninth column. No other kit I've installed does it.

Edited by Connelly
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On 9/23/2023 at 4:51 PM, Connelly said:

Hi, I've found... something, when installing I Hate Undead before Workshop Kitpack. It gives me an error with clastext.2da, and checking it I see this:

RAHUUP      	12     155      174662      174664      174663      15888      0      31257
FALLEN_RAHUUP	12     155      174672      174664      174673      15888      1      31257   -1
RAHUHR      	3      156      174674      174676      174675      15884      0      31255
RAHUHRF      	8      157      174674      174679      174675      15889      0      9573
RAHUDS      	1      158      174680      174682      174681      15882      0      31253
RAHUDSF      	7      159      174680      174686      174681      15889      0      9574
RAHUDT      	4      160      174687      174689      174688      15883      0      31254
RAHUDTM      	13     161      174687      174694      174688      15889      0      9575
RAHUBD      	2      162      174695      174697      174696      15881      0      31252
RAHUGM      	5      163      174700      174702      174701      15886      0      31269
RAHUCE      	11     164      174715      174717      174716      15885      0      32301
RAHUCEF      	16     165      174715      174726      174716      15889      0      9579
RAHUPM      	20     166      174727      174729      174728      31494      0      32299
RAHUDW      	21     167      174732      174734      174733      32343      0      32344
RAHUIS      	19     168      174749      174751      174750      31495      0      32300

The line for FALLEN_RAHUUP adds a -1 in a ninth column. No other kit I've installed does it.

 

Hi, this is Dan_P (maker of Workshop Kitpack). I'll just post this to add what I noticed looking into it, and give a couple workarounds for anyone who sees this. This seems to be specifically an issue with BG1/SoD

For the column with the extra -1, in BG2EE and IWDEE that's the "FALLEN_NOTICE" column. It doesn't appear to be in the BG1 file for some reason. Because of this, the extra -1 added by this mod seems to trip up the ADD_KIT_EX function. Just to be sure, I tested with the latest Chaos Sorcerer (v2.8). It also gives an error when installed after I Hate Undead.

--

A few workarounds:

1. Install up to I Hate Undead, manually delete the -1 from clastext.2da, then install later kit mods like Workshop Kitpack after. I'm guessing you already tried this but in case you didn't or for anyone else seeing this, it'll work.

2. If you're not planning on using the Undead Predator kit, you could also skip it for now, which will also prevent the error. Looking at the install file (UndeadPredator.tpa), the kit uses an APPEND to add the full line for FALLEN_RAHUUP into clastext.2da, without removing the final -1 for BG1. This is at the very bottom of the file.

3. If you want, you could also edit UndeadPredator.tpa before installing I Hate Undead. Find the line with "SPRINT patch_clastext". Delete the final variable "%patch_fallen_notice%". That's the -1 at the end. This will fix the error.

--

For actual fixes, a few things come to mind.
1. I Hate Undead is updated to not add the final -1 in BG1.
2. ADD_KIT_EX is updated to ignore bad columns in this file.
3. Beamdog adds the missing column to BG1.

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One more post about this. I decided to make a hotfix instead of the dumb workarounds above. Here's a fixed install file for the Undead Predator kit (tested with v3.8.2 of this mod). The only difference is it does a column check for clastext.2da before edit. It only includes the -1 at the end if there's a column for it.

UndeadPredator(bg1fix).zip

Put it in the IHateUndead "components" folder before installing I Hate Undead.

--

Raduziel, since I'm posting anyways, maybe worth noting that the effects on the Undead Hunter Holy Sword don't 100% match the description. I'm guessing you revised the weapon or the description at some point, without changing the other.

Also, for the +5 enchantment bonus vs. undead, assuming you want it (it's not in the description), that needs to be an equipped effect. You currently have it as an on-hit effect.

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