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Unearthed Arcana presents Faiths & Powers: Gods of the Realms


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No, we could do that. The only barrier is that I can’t fathom why anyone would ever want to split their XP three ways in these games, and these days when I don’t have much free time and I haven’t done any modding in months, it’s hard to generate the will to add new stuff if that new stuff doesn’t particularly interest me...

EDIT - sorry, I was wrong. We could do a fighter/mage/druid, but not a fighter/druid/thief. 

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15 hours ago, Guest Thacobell said:

Would there be any interest or chance of getting a fighter/druid/thief triple multiclass?

If you want a fighter/druid/thief but will end up with a playstyle that leans toward combat or towards utility (which seems likely to me) then I think you would probably end up pretty happy with either a ranger/druid or a druid/thief, both of which are already in the mod.  The former will lack some thief skills; the latter will lack some APR.  But they will advance faster than a triple-class and depending on party makeup, the deficiencies might not be noticed.  (Especially a druid/thief, which can reach a base thac0 of 6 and can use scimitars and can dual-wield (depending on your rules/mods setup), might be perfectly serviceable in combat.)  There is also a shaman/thief kit.

Glancing at the other forum, it seems to me that you are specifically interested in an old-fashioned bard-ish take on the triple-class.  Since Might & Guile finally got the Loresinger of Milil kit working, that might work for you: it's a cleric/thief with spell choices that veer toward divination/exploration/protection, and can use MnG bard songs. I have long toyed with the idea of doing something closer to the old-style bard, and now with the combined techniques of FnP and MnG, such a thing is sort of possible.  I would still use the cleric/thief class as a template; but within that template it could have something like:

  • specialization with druid weapons
  • bonus APR for levels/specialization
  • druid-focused spell access (spheres of plant, animal, earth, air, vigor, divination, exploration...?)
  • spontaneous, sorcerer/shaman-style spell learning and casting (mandatory)
  • use of MnG bard songs
  • probably would require an XP penalty to slow things down a bit, as that is very powerful for a cleric/thief kit

Don't know when I might get around to adding something like that, but it could fit into MnG.

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Guest ArcadeMischief

I love how this mod gives variety for the Druids, but i wanted to ask, why northern druids don't have ice spells, like Ice Storm or Cone of Cold?. And in the description for them, it says they have a Fire Beetle form, but for me it's still a Boring Beetle. Amazing mod by the way 😄

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Northern Druids are definitely supposed to have major access to the sphere of Water, which includes Snowball Swarm, Icelance, Ice Storm, and Cone of Cold.

I don’t know why that doesn’t happen for you... but I also have problems when I made Cernd a Northern Druid (his dialogue says he was sent to Trademeet (from the north): he didn’t have access to the spheres of Earth or Plant. Mah Stoneskin! :ohmy: 

I’ll have to take a look at it. I already checked the code, and it seems fine; and I checked the files after installing and they seem fine. I am really mystified. Might be a line-ending issue, which I don’t see because I’m on a Mac? It’s really weird. 

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Guest ArcadeMischief

Oh my god XD, i didn't install the spheres, that's why i don't have them. Sorry for wasting your time having to through your code trying to fix something that is not broken. 

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Guest Thacobell
On 7/22/2020 at 12:58 PM, subtledoctor said:

If you want a fighter/druid/thief but will end up with a playstyle that leans toward combat or towards utility (which seems likely to me) then I think you would probably end up pretty happy with either a ranger/druid or a druid/thief, both of which are already in the mod.  The former will lack some thief skills; the latter will lack some APR.  But they will advance faster than a triple-class and depending on party makeup, the deficiencies might not be noticed.  (Especially a druid/thief, which can reach a base thac0 of 6 and can use scimitars and can dual-wield (depending on your rules/mods setup), might be perfectly serviceable in combat.)  There is also a shaman/thief kit.

Glancing at the other forum, it seems to me that you are specifically interested in an old-fashioned bard-ish take on the triple-class.  Since Might & Guile finally got the Loresinger of Milil kit working, that might work for you: it's a cleric/thief with spell choices that veer toward divination/exploration/protection, and can use MnG bard songs. I have long toyed with the idea of doing something closer to the old-style bard, and now with the combined techniques of FnP and MnG, such a thing is sort of possible.  I would still use the cleric/thief class as a template; but within that template it could have something like:

  • specialization with druid weapons
  • bonus APR for levels/specialization
  • druid-focused spell access (spheres of plant, animal, earth, air, vigor, divination, exploration...?)
  • spontaneous, sorcerer/shaman-style spell learning and casting (mandatory)
  • use of MnG bard songs
  • probably would require an XP penalty to slow things down a bit, as that is very powerful for a cleric/thief kit

Don't know when I might get around to adding something like that, but it could fit into MnG.

Well to be faithful, it would be able to spec in more than druid weapons. The original bard could use most weapons, Including swords. Also, I actually like splitting xp 3 ways. It means that you are always leveling up, which is satisfying, and you get more HLAs as well. A two class multi just isn't the same.

I also encountered a weird bug on my latest install. The woodscout of Mielikki kit isn't able to cast spells. Or rather, it can cast the universal cleric spells, but when I swap those out for the full sphere access spells, the "memorize" spells button doesn't work and the spells don't appear for cast. Even better, after resting, spell casting is disabled as if I was a mage wearing armor. The spells are there in bar and show that they are memorized, but aren't castable.
Weidu log under spoilers, since I don't see a way to attach the file:
 

Spoiler

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.12
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.12
~SETUP-TURNABOUT.TP2~ #0 #0 // Ascension: Turnabout: v1.3
~SETUP-TURNABOUT.TP2~ #0 #1 // Balthazar Epilogue Portrait, by Cliffette: v1.3
~OOZE/OOZE.TP2~ #0 #0 // Ooze's Lounge: a new area under Athkatlan Slums: 2.6
~EILISTRAEE/SETUP-EILISTRAEE.TP2~ #0 #0 // Eilistraee's Song -> Yes, but don't patch the existing save games: 6.6
~SOUTHERNEDGE/SOUTHERNEDGE.TP2~ #0 #0 // Southern Edge: the new district of Athkatla -> Yes, but don't patch the existing save games: 3.01
~TANGLEDISLE/TANGLEDISLE.TP2~ #0 #0 // The Tangled Oak Isle: the new area of Athkatla -> Yes, but don't patch existing save games: 1.02
~WILLOWISP/WILLOWISP.TP2~ #0 #0 // Will NPC, shaman stronghold and new shaman kit for BG2EE: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #1 // Change shaman .tlk string to remove "Ineligible for any stronghold" line: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #2 // New items for shamans and undead NPCs: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #4 // Crossmod Banters: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #6 // [CHEAT] Enable shaman stronghold for all classes: 1.6
~ALLTHINGSMAZZY/SETUP-ALLTHINGSMAZZY.TP2~ #0 #0 // All Things Mazzy: Version 2.00
~ALLTHINGSMAZZY/SETUP-ALLTHINGSMAZZY.TP2~ #0 #1 // For the Evil: Additional content that might disturb a truly good player.: Version 2.00
~ALLTHINGSMAZZY/SETUP-ALLTHINGSMAZZY.TP2~ #0 #2 // For the Good: Additional content that might annoy a truly evil player.: Version 2.00
~WILSONCHRONICLES/WILSONCHRONICLES.TP2~ #0 #0 // Wilson Chronicles - expansion for our favorite bear companion: 1.8.1
~YOSHIMOROMANCE/YOSHIMOROMANCE.TP2~ #0 #0 // Yoshimo Romance and additional friendship talks for BG2 / BG2EE: 5.2
~IMOENFRIENDSHIP/IMOENFRIENDSHIP.TP2~ #0 #0 // Imoen Friendship: v3.5
~MINSCFRIENDSHIP/MINSCFRIENDSHIP.TP2~ #0 #0 // Minsc Friendship for BG2 and ToB: v1.2
~SAREVOKFRIENDSHIP/SAREVOKFRIENDSHIP.TP2~ #0 #0 // Sarevok Friendship for BGII: ToB: v2.6
~SIRENE_BG2/SIRENE_BG2.TP2~ #0 #0 // Sirene NPC for BG2:EE
~SKIECOST/SKIECOST.TP2~ #0 #0 // Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE: 3.3
~SKIECOST/SKIECOST.TP2~ #0 #1 // Skie: The Cost of One Girl's Soul - Allow Skie to return as a joinable NPC: 3.3
~SKIECOST/SKIECOST.TP2~ #0 #2 // Skie: The Cost of One Girl's Soul - Add brand new SoD-oriented items to BG2: 3.3
~GALEFORCE_OF_FAENYADAIL/SETUP-GALEFORCE_OF_FAENYADAIL.TP2~ #0 #0 // Galeforce of Faenya-Dail
~WEASELS!/WEASELS!.TP2~ #0 #0 // Weasels! Because the IE games needed more weasels!: 2.0
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #10 // Shadows Of Amn Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v45
~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #11 // Throne Of Bhaal Item Upgrades -> Revised Version (new upgrades presented in the same style as existing upgrades): v45
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #0 // SoD to BG2:EE Item upgrade by Daeros_Trollkiller: v1.0.1
~SOD2BG2_IU/SOD2BG2_IU.TP2~ #0 #1 // Force all import-able SoD items to be available in their normal locations -> All importable items with Voidsword +3: v1.0.1
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Rebalanced Spell Schools: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #13 // Revised Illusionary Clones: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #14 // Revised Invisibility and True Seeing: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #16 // Revised Identify spell: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #40 // Revised Specialists: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #52 // Revised Metamagic -> Innate metamagic, learned automatically but NOT by sorcerers: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #63 // Cantrips -> Cantrip Wands: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #66 // Innate Find Familiar: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #67 // Choose-Your-Own Familiar: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #75 // Ability Score Spellcasting Bonuses: 0.8.53
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Multiclass Sorcerers: 0.8.53
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #21 // Create a sphere system -> FnP: the Faiths & Powers original sphere system: 0.79.13
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #31 // Install Cleric kits: 0.79.13
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #33 // Install Druid kits: 0.79.13
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #35 // Install Paladin kits: 0.79.13
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #37 // Install Ranger kits: 0.79.13
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #75 // Alter weapon usability and proficiency: 0.79.13
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #80 // Apply sphere system: 0.79.13
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #85 // Apply FnP kits to NPCs: 0.79.13
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Archery: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 4.8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4.8
~FAITHS_AND_POWERS_MULTICLASS/FAITHS_AND_POWERS_MULTICLASS.TP2~ #0 #91 // Multiclass Druids: 0.79.13
~FAITHS_AND_POWERS_MULTICLASS/FAITHS_AND_POWERS_MULTICLASS.TP2~ #0 #92 // Multiclass Shamans: 0.79.13
~FAITHS_AND_POWERS_MULTICLASS/FAITHS_AND_POWERS_MULTICLASS.TP2~ #0 #95 // Multiclass Cleric kits (install AFTER all other kit mods!!): 0.79.13
~FAITHS_AND_POWERS_MULTICLASS/FAITHS_AND_POWERS_MULTICLASS.TP2~ #0 #99 // Apply FnP multiclass kits to NPCs: 0.79.13
~TRAP_OVERHAUL/TRAP_OVERHAUL.TP2~ #0 #10 // Trap Overhaul -> Fast Trap Detection: 0.14
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2152 // Wear Multiple Protection Items -> Allow Armor Plus One Protection Item (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multiclass Restrictions -> Install options one and two (everyone can multiclass anything): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.23
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.23
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4164 // Increase the price of a license to practise magic in Athkatla -> License costs 50,000 gp: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4174 // Increase the price asked by Gaelan Bayle -> Gaelan wants 120,000 gold pieces: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.1
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.8.2

 

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6 hours ago, Marvin said:

Hi guys,

I noticed something ; the Hivekeeper doesn't have access to the web spell, which she should logically have.

The Hivekeeper is probably the only kit that should have access to Web. I'll take a look.

EDIT - I'm not seeing Web in the sphere system at all.  Huh.  But I guess that's a good thing.  I'll add it special to Hivekeepers.  I'm going to release an update in about 20 minutes so this is good timing!

Edited by subtledoctor
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Those spells are not integrated into the FnP sphere system, so if you install the mods together, your clerics will not have any of the divine spells from Olvynspells. (Though, it would not be hard to add them.) 

A bigger issue is how many spells are added by each mod. I happened to glance and see that my current install with SR, IWD spells, and FnP has cleric spell levels with as many as 42 spells. You can only go up to 49, so that leaves room for 7 more. If Olvynspells adds more than 7 divine spells at that level, they cannot be installed together. 

I don’t know much about that mod, since it requires EEex. If it lets you decide on a spell-by-spell basis what to add, then this won’t be a problem. 

So tl;dr: there is no inherent incompatibility, but there are two possibles that might hinder real compatibility. 

Edited by subtledoctor
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