Guest Willis Terwilliger Posted February 25, 2022 Share Posted February 25, 2022 36 minutes ago, subtledoctor said: I would much rather just decide that "druid shapeshifted claws are equivalent to a +2 weapon enchantment" and call it a day. I'd be fine with +2, there's a pretty extensive list of creatures that can't be hit with +1 weapons, but a much smaller list that need +3 or more. 36 minutes ago, subtledoctor said: An alternative, which I think is worth considering, is to leave animal claws with no enchantment, and instead extend our 'Magic Fang' spell to work on shapeshifted druids. It wouldn't be simple, exactly, but I think it might be worth it. How long does that spell last? If you cast it in human form, then shift, would the bonus still apply or do you need a 2nd druid in your party to cast it on you? Would you be able to make that an innate ability to the animal forms? I kinda wish the vanilla forms had a few abilities attached to them instead of just being pure melee. Nothing crazy, and not access to the entire spell selection, but being able to use web in Spider Form just makes sense. The vanilla web/sword spider combo is fun for a while, but it has that pesky delay, and you've burned your one shift per day on one encounter, despite being able to memorize web multiple times in human form. A form that can stealth and do backstab damage would also be cool. Quote Link to comment
subtledoctor Posted February 25, 2022 Author Share Posted February 25, 2022 16 minutes ago, Guest Willis Terwilliger said: How long does that spell last? If you cast it in human form, then shift, would the bonus still apply or do you need a 2nd druid in your party to cast it on you? Would you be able to make that an innate ability to the animal forms? I forget. Probably a turn or two. Right now the spell targets animals and it applies effects by putting a necklace on them. That wouldn't work for the druid. But I could simply add an effect targeting all druids in the area, giving their attacks an enchantment level (just like the new EE 'Enchanted Weapon' spell). So the tactic would be something like: summon some animals cast Magic Fang which affects both the summons and the druid shapeshift into an animal form and lead your pack into battle 20 minutes ago, Guest Willis Terwilliger said: I'd be fine with +2 Or, you know, just do this. Or, potentially, do both! Say shapeshifted claws are +2, and casting Magic Fang can elevate that to +3 or +4, or something. Quote Link to comment
subtledoctor Posted February 25, 2022 Author Share Posted February 25, 2022 (edited) Okay, build #82 is ready to go. This includes the new alternative sphere system I described above. I've cleaned up the mod folders a bit, removing some stuff from the over-crowded /lib folder and organizing some stuff in the /data folder. Most of the cruft in the old /spheres folder is also removed, but some of the spell-adding code by Grammarsalad still uses it so there's a bit left there. The sphere system files are now in /faiths_and_powers/data/sphere_systems - if you want to edit one before installing, you can find them there. The HLA-related files are now in /faiths_and_powers/data/hlas - and each sphere system has a subfolder there with its own sphere-specific HLA lists. Earlier, the main FnP sphere system had HLAs relating to each sphere, but this was inflexible; so if you made a new sphere system replacing the sphere of Shadow with the sphere of Law, or something, then even in the new system you would still get a shadowy HLA insted of a law-y HLA. No more. Now the HLA lists are organized by the particular sphere names of a given sphere system (as listed at the top of its sphere system document). So now the HLA system can be as flexible as the sphere system itself. (NOTE: I have roughly adapted the mods HLAs to the new sphere system, and they are already working in the original FnP system and the 'Vanilla Plus" system. but HLAs are not set up for the "2E" sphere system as that is still unfinished and unbalanced. Frankly I think the new sphere system is a decent approximation of the 2E source, and you're better off with that one.) Finally, for now at least, all druid shapeshift claw weapons hit as weapons with a +2 enchantment. Werewolf claws and shambling mound fists still strike as +3 weapons. Cheers. Edited February 25, 2022 by subtledoctor Quote Link to comment
Gwaihir Posted February 25, 2022 Share Posted February 25, 2022 3 hours ago, subtledoctor said: Okay, build #82 is ready to go. Damn. Now I almost want to restart again. Curse you and your super cool - super efficient modding Quote Link to comment
subtledoctor Posted February 25, 2022 Author Share Posted February 25, 2022 (edited) Seriously this time, I'm done for a while. You would only need v82 if you want to use the new sphere system. If you are using the old spheres, or the Vanilla Plus system, or no spheres at all, then you will see no difference between v82 and v81. Edited February 25, 2022 by subtledoctor Quote Link to comment
Graion Dilach Posted February 26, 2022 Share Posted February 26, 2022 One thing for your next release - when you moved back the updates from the subtledoctor repo to the Unearthed Arcana repo, you didn't updated the mod metadata inis along. It's a minor thing though. Quote Link to comment
subtledoctor Posted February 26, 2022 Author Share Posted February 26, 2022 (edited) Ah good catch! EDIT - actually, I cannot see any difference between them... Edited February 26, 2022 by subtledoctor Quote Link to comment
Graion Dilach Posted March 1, 2022 Share Posted March 1, 2022 Yeah, that's the issue. https://github.com/UnearthedArcana/Faiths_and_Powers/blob/master/faiths_and_powers/Faiths_and_Powers.ini#L16 PI looks at the download value and detects 0.79.32 as the latest version because of that. The best fix would be to push the next release with the fixed value to both repos and then freeze the subtledoctor repo on that version (so that PI picks up the subtledoc repo for all the older versions, downloads the last version there, and then sees any potential newer versions from that point on in the Unearthed Arcana account). Quote Link to comment
subtledoctor Posted March 1, 2022 Author Share Posted March 1, 2022 2 hours ago, Graion Dilach said: PI looks at the download value Ah, I see the issue now! Okay, I’ll update that. Quote Link to comment
subtledoctor Posted March 2, 2022 Author Share Posted March 2, 2022 21 hours ago, Graion Dilach said: PI looks at the download value and detects 0.79.32 as the latest version Fixed in v0.82.1. Quote Link to comment
Mordekaie Posted March 20, 2022 Share Posted March 20, 2022 (edited) Continuing on my long journey to prepare my EET modlist, planning to play one day ! Just went through Faith&Powers and Faith&Powers Multiclass. As usual PI is worrying. I report those warnings to check if they are harmless or need some attention. In resume: There are some "recurrent" warnings found within many PI debug component files : WARNING: no effects added to d5shmsw.itm WARNING: Internal ability name too long [CDHLYSYM]. Skipping. From and "old" post: PI shouldn’t report the « error » :WARNING: Internal ability name too long [CDHLYSYM]. Skipping. "24 - nuFnP: a new custom sphere system (fewer spheres, more broadly balanced)" got specific warnings: WARNING: no effects altered on sppr420b.spl WARNING: no effects altered on SPPR226.spl WARNING: no effects altered on b_p3xx.spl (i haven't tried other sphere system options) I guess i shouldn't worry and consider that everythink works fine ? 30 - Give Option to Cast Like Sorcerers (do not install if planning to use 5E casting) 31 - Install Cleric kits WARNING: no effects added to d5shmsw.itm 33 - Install Druid kits WARNING: no effects added to d5shmsw.itm 35 - Install Paladin kits WARNING: no effects added to d5shmsw.itm 37 - Install Ranger kits WARNING: no effects added to d5shmsw.itm 75 - Alter priests' weapon usability and proficiency WARNING: no effects added to d5shmsw.itm 80 - Apply sphere system (REQUIRED for the sphere system to work) WARNING: no effects added to d5shmsw.itm 85 - Apply FnP kits to NPCs Faith & Powers – Multiclass 91 - Multiclass Druids WARNING: no effects added to d5shmsw.itm 92 - Multiclass Shamans WARNING: no effects added to d5shmsw.itm WARNING: no effects altered on d5shmbzb.spl WARNING: no effects altered on d5shrnzb.spl WARNING: no effects altered on d5shthzb.spl WARNING: no effects altered on d5shmazb.spl 95 - Multiclass Cleric kits (install AFTER all other kit mods!!) WARNING: no effects added to d5shmsw.itm WARNING: Internal ability name too long [CDHLYSYM]. Skipping. 99 - Apply FnP multiclass kits to NPCs Edited March 20, 2022 by Mordekaie Quote Link to comment
Quester Posted March 20, 2022 Share Posted March 20, 2022 https://github.com/UnearthedArcana/Faiths_and_Powers/issues/136 This readme, although extensive, has a lot of information still missing, or erroneously copied from other parts of the readme. Any chance we could get this updated a bit? For instance, the Revised Ranger info has been copied from that of the Paladin. Unrelated comment: I feel like the Beast Lord (druid kit) and Beast Master (ranger kit) should both be focused a little more on summoning, controlling (and maybe buffing) animals than they currently seem to be. Less shapeshifting and more animal control. Opinions? Another question: how does the B_Spells mod relate to FnP? Is it completely integrated into FnP? Or is there some value to installing both? Sorry but this is a little unclear to me as a noob. Quote Link to comment
phlaphee Posted March 26, 2022 Share Posted March 26, 2022 (edited) When installing FnP on a fresh BGIIEE 2.6 installation, I can only pick a very limited number of cleric spells in the character creation menu. Is this normal? The results of the mod installation are bellow. All warnings are of the types "no effects altered on" or "no effects added to" INSTALLED WITH WARNINGS Create a sphere system -> FnP: the Faiths & Powers original sphere system SUCCESSFULLY INSTALLED Install Cleric kits SUCCESSFULLY INSTALLED Install Druid kits SUCCESSFULLY INSTALLED Install Paladin kits SUCCESSFULLY INSTALLED Install Ranger kits INSTALLED WITH WARNINGS Apply sphere system I also got this type of error while using EET Mod Setup to install Ranger kits from Might and Guile. Debug Info:ERROR: error loading [faiths_and_powers/data/hlas/luclxyz.2da] Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Add the Mage Hunter (ranger kit)], rolling back to previous state I think this might have been caused by the "folder cleanup" in the latest FnP version because the HLAS folder is actually placed in the SPHERES folder and I can workaround by copying it in the DATA folder as well. Edited March 26, 2022 by phlaphee Quote Link to comment
subtledoctor Posted March 26, 2022 Author Share Posted March 26, 2022 2 hours ago, phlaphee said: can only pick a very limited number of cleric spells in the character creation menu. Is this normal? Yes. All your spells will be added soon after. In the game, set whatever you want to be memorized, and then use the one-time “memorize spells” innate ability (or, just sleep) to be able to cast them. 2 hours ago, phlaphee said: ERROR: error loading [faiths_and_powers/data/hlas/luclxyz.2da] ERROR Installing [Add the Mage Hunter (ranger kit)], rolling back to previous state I think this might have been caused by the "folder cleanup" in the latest FnP version because the HLAS folder is actually placed in the SPHERES folder No, it is in the /data folder. FnP’s internal structure changed, then MnG was updated to account for the changes. It appears that you are using a new version of MnG with an old version of FnP. Solution: get the most recent version of FnP. Also, that kit is in FnP itself. Why don’t you install it there, instead of later in MnG? Quote Link to comment
phlaphee Posted March 26, 2022 Share Posted March 26, 2022 Thank you very much for your help! I've followed your advice and everything seems to be working as it should. Quote Link to comment
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