CharlestonianKnightTemplar Posted September 30, 2020 Share Posted September 30, 2020 Just providing feedback. Thanks to you folks, all three of the kits installed just fine once I uninstalled Dark Horizons. Thanks again everyone. Quote Link to comment
CharlestonianKnightTemplar Posted October 9, 2020 Share Posted October 9, 2020 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 Quote Link to comment
Raduziel Posted October 9, 2020 Author Share Posted October 9, 2020 I'll try to follow this adventure. Did a similar run a long time ago and the party steamrolled 90% of the enemies - that's what made me rebuild and rebalance many of the kits. Good luck! Quote Link to comment
Dan_P Posted March 22, 2021 Share Posted March 22, 2021 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. Quote Link to comment
Raduziel Posted March 22, 2021 Author Share Posted March 22, 2021 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). Quote Link to comment
Dan_P Posted March 22, 2021 Share Posted March 22, 2021 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. Quote Link to comment
Raduziel Posted March 22, 2021 Author Share Posted March 22, 2021 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. Quote Link to comment
Dan_P Posted March 22, 2021 Share Posted March 22, 2021 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. Quote Link to comment
Dan_P Posted April 16, 2021 Share Posted April 16, 2021 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. Quote Link to comment
Raduziel Posted April 16, 2021 Author Share Posted April 16, 2021 IIRC, this is an issue with the game, not IHU in particular. If anyone knows how to solve this, please teach me and I'll gladly update the mod. Quote Link to comment
kjeron Posted April 17, 2021 Share Posted April 17, 2021 @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. Quote Link to comment
Raduziel Posted April 17, 2021 Author Share Posted April 17, 2021 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). Quote Link to comment
Connelly Posted September 23, 2023 Share Posted September 23, 2023 (edited) 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 September 23, 2023 by Connelly Quote Link to comment
Dan_P Posted October 1, 2023 Share Posted October 1, 2023 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. Quote Link to comment
Dan_P Posted October 1, 2023 Share Posted October 1, 2023 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. Quote Link to comment
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