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Unearthed Arcana presents Faiths & Powers: Gods of the Realms


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On 2/18/2020 at 9:11 PM, Necromanx2 said:

EDIT: In BG2EE I EEKeepered my Northern Druid to 3 million XP (21st level) and now can cast only 6th and 7th level spells. Rested and same issue. Also, I only get 1 casting of 6th level and 3 castings of 7th level spells. No option to pick a HLA as well.

Incidentally EEKeeper might not be friendly to this spontaneous casting system.  I don't really know what EEKeeper does - there seems to be something applied to characters edited with it, maybe the equivalent of a 'crtl-R' or something.  It messes up Might & Guile bards, it might mess up FnP Shaman casting too.  Hard for me to tell, since (AFAIK) EEKeeper does not actually explain that it does this, or what exactly it does.  But the spell slot tracking necessary for this mod operates by long-term effects applied to the character.  If EEKeeper wipes those out, then it would destroy the mod's ability to re-create shaman spell slots. 

tl;dr: I test this by rolling a character and levelling up normally, or via in-game console commands.  My assumption is, most people play the game that way.  Artificially messing with character level or other characteristics via some 3rd-party tool is not a great way to test the mod.

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The winter wolf breath weapon worked. However, it remains after I turn back to normal. Must need to add a remove effect. Where would I add what to remove the frost breath ability after changing back?

I got the Remorhaz to have the 50% weapon resistance.  I am not seeing the -4 to Slashing, crushing and missile. I did this with an effect:
Type: AC bonus (0)
Target: Self (1)
Power: 0
AC value: 4
Bonus to: ( Crushing weapons(0) Missile weapons(1) Slashing weapons(3) )
Timing mode: Instant/While equipped - 2
Dispel/Resistance: Natural/Nonmagical (0)
Duration: 0
Probability 1: 100
Probability 2: 0
Unused: 00 00 00 00 00 00 00 00 h
# dice thrown/maximum level: 0
Dice size/minimum level: 0
Save type: ( No save )
Save bonus: 0
Special: 0

Where did I screw up? Guessing AC value, but not sure?

Edited by Necromanx2
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Oh yeah, forgot to patch natural form. You can add an effect to “d5drnf.spl” adding a 172 effect with resource “d5drwwf” or a 146 effect with resource “d5drwwn” (either will work). But you don’t NEED that - the ability removes itself, the first time you use it when not in winter wolf form. 

With opcode 0, you need to add an effect for each type of damage - you can’t combine them in one effect. So one opcode 0 effect vs. crushing, one vs. slashing, etc. 

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Hi Subtledoctor, I installed Faiths_and_Powers-79sd8 on BG2EE and then installed the multi-class part of the mod. I get an error trying to install the cleric multi-class component.  I attached Weidu and debug.

 

EDIT: In SoD, my Northern Druid reached 9th level, but I don't see a resist poison icon or a 100% resistance in the character sheet.

 

EDIT2: My Druid Mage multi-class is getting a bonus mage spell slot per level as if he is a specialist.

 

SETUP-FAITHS_AND_POWERS_MULTICLASS.DEBUG WeiDU.log

Edited by Necromanx2
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On 2/28/2020 at 9:19 PM, Necromanx2 said:

Hi Subtledoctor, I installed Faiths_and_Powers-79sd8 on BG2EE and then installed the multi-class part of the mod. I get an error trying to install the cleric multi-class component.  I attached Weidu and debug.

My bad.  If you open faiths_and_powers_multiclass.tp2 and look near the beginning, in the ALWAYS block, you should see this:

INCLUDE ~override/d5_fnp_settings.ini~

Add a short line, so it becomes this:

INCLUDE ~override/d5_fnp_settings.ini~
LAM d5_spont_option

Should work then.

On 2/28/2020 at 9:19 PM, Necromanx2 said:

EDIT: In SoD, my Northern Druid reached 9th level, but I don't see a resist poison icon or a 100% resistance in the character sheet.

Will take a look.

On 2/28/2020 at 9:19 PM, Necromanx2 said:

EDIT2: My Druid Mage multi-class is getting a bonus mage spell slot per level as if he is a specialist.

Yeah, all kitted mages (including multiclass) get the specialist bonus spells.  It's a hartd-coded game engine thing.  Some modders very recently have taken it upon themselves to 'fix' this.  But 1) when I was making multiclass mage kits like this, the ability to fix it didn't exist; and 2) I think the game plays better with the extra spell slot.  So, I never got around to fixing it, and I kinda don't want to. 

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Guest badumtsh

Sorry if stupid question but is there a way to easily create a multiclass combo using the new single class kits that aren't supported automatically in the multikit component? Would it be as simple as editing in the kit in something like EEKeeper/NI as you would with a vanilla kit into multi. Or a way to change the default domains selected for something like the default Ranger/Cleric. It says the domain/restrictions are off your diety but I am not sure how you select that.

There's an innate ability to memorize abilities based off your diety as well but it doesn't appear to do anything. I installed without errors so not sure if I am missing something obvious.

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Not at all a stupid question - though, it would help if you describe more precisely what you want to do, so I could make sure I understand what you're asking and give a specific answer.

But generally: if you open faiths_and_powers/lib/add_cleric_kits.tpa, each kit has a “multiclass” variable. See, for example, line 356 where it shows the variable for the cleric of Azuth is “ck” ... you can change that to “ck_ct_cm_fc_cr” and now the multiclass component will make cleric/thief, cleric/mage, fighter/cleric, and ranger/cleric versions of that kit. You can do this for any kit to make new multiclass versions. 

Edited by subtledoctor
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Okay, I've got major updates ready for most of the mods I've been working on.  Lots of fixes and compatibility improvements.  Faiths & Powers is up to version 0.79.9.

This update:

-- Fixes some of the bugs mentioned up-thread

-- Improves a few spells, e.g. adding some icons (some are still missing, thought)

-- Improves the working of the divine spontaneous casting system: now it uses stat 134 to track spell slots instead of a mish-mash of bytes in stats 108, 109, and 134.  This better compartmentalizes the resources used, for better compatibility with other mods, and it fully separates the divine spell slot tracking from the arcane spell slot tracking in Tome & Blood and Might & Guile.  One upshot of this is, if you install Tome & Blood's "Multiclass Sorcerers" and then FnP's multiclasses, and create a cleric/sorcerer or druid/sorcerer, you will be able to choose to learn and cast spells spontaneously on the divine side.  This will allow you to learn and cast spells like a sorcerer for BOTH kinds of spellcasting.  So if you absolutely love sorcerer-style spellcasting, now you can use it everywhere.  If you install NPC_EE or Level One NPCs after this, you can make Aerie a sorcerer/cleric of Baervan with all-spontaneous casting.  Go crazy.  The only nitpick here is, the UI for this isn't idea.  When you cast a wizard spell, all your wizard spells will move to the right side of the list under the Cast Spell button; and when you cast a priest spell, all your priest spells will move to the right side.  So your spells will keep shifting around.  I could see that being quite annoying; on the other hand, some people may not care. 

-- Changes and improves the inter-mod compatibility code.  THIS IS IMPORTANT.  At least, it is important for other modders who want to make kits and NPCs compatible with the FnP sphere system and weapon usability changes.  More and more stuff has been added to this mod's systems int he past year or so, like streamlined per-deity sphere assignments and spontaneous casting options, etc.  The code for other mods to use these systems has gotten out of date and sometimes didn't work.  I have done a major revamp, and for good measure, changed the file name of the file to be used by other mods.  Actually using it is still easy - depending on your needs, possibly easier than it was before.  But going forward, other mods will need to use the new compatibility file ("fnp_compatibility.tpa") instead of the old file ("fnp_compat.tpa").  My other mods like Might & Guile and Will to Power have been updated and are working well with FnP now.

Cheers.

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@subtledoctor thought I might need to post this here.
The Priest of Mystra starts BGEE with a wand that cast the cantrips. In BG2EE I don't get the wand so cannot cast any cantrips. Using v79.9.2.

Question. The Priest of Azuth Arcane weave spells, do they always cast at minimum level? (EX: Magic missile will only ever have 1 missile). It seems that haste and improved haste do more than 1 round. Is there assigned spell caster levels for each Arcane Weave spell?

My priest of Azuth got to 5th level, but does not gain any ability to identify items per the kit description.

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I don't know if this has been reported before, but it seems to me that assets for the druids (e.g. hive druid innates and northern druid beetle animation) are not installed if you choose to skip the sphere part of the mod. I tested on an install of BG:EE with SR and SCS IWD spells installed prior to FnP, and the hive druid would lack animations and icons for the shapeshift innates.

 

edit: okay even using the sphere system the animations are not there? Strange.. Also, the hive druids "summon spirit spider" in fact summons a snake. Maybe change name of the spell?

 

Edit 2: It does work on SoD version of BG1 however.

Edited by janoha
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I was playing Icewind Dale with FnP, when I realised that the enhancement on Magic Fang was not working. I was looking around to see if I could find an answer, when I found the effect of the items equipped had the attribute Weapon slot: 0 (Current Weapon). Changing it to 1 or 3 seem to make it work.

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Guest Marvin

Hi Guys,

I discovered by chance this mod, and it seems really good to renew the experience for and old player like me. I used to play DR, but I'd give a shot to FnP in my next game.

I haven't tried yet, but I have already come across few bugs/issues/little things which could be corrected.

Before that : My install is GOG version with Modmerge only, FnP, FnP multi and nothing else. I'm using Faiths_and_Powers-79sd9.2

Here's the list :

-1) Except Humans and Half-elves, other races cannot select any kit for druid or mystic warrior etc.... Is it intentional?

-2) Without using LeUI, the list of kits is too long to be properly displayed. Especially for Clerics.

-3) The Druid section propose 3 types of "druids" presented as "Druid", "Mystic" and "Occultist" . So long I haven't seen any "Occultist" kit in any race section. Maybe it is for later? Besides, it could be interested to specify the particularity of each in term of armor/weapon, spells or whatever. Example : I noticed that a Mystic warrior has access to all weapons, but a Fire Mystic warrior has heavy restrictions. Best Master has again another list of usable weapons...

-4) Shadow druid and lost druid are presented is the github website, but don't appear in my install.

-5) In the Cleric kit section, I noticed that there are Clerics and Priests. For some divinity, a priest and a cleric versions are available. It could be interesting to specify what are the general features of those two groups.

-6) In my game, the Priest of Tempus appears twice in the kit selection.

-7) The Barbarian/Shaman multiclass has 9HP per level, when it should be 10HP. (12+8)/2

So far that's all.

I also have some questions about the compatibility with Spell Revision, how does it work?

Thanks for your work.

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