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Juniior

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Posts posted by Juniior

  1. 1 hour ago, subtledoctor said:

     

    Spell Revisions doesn’t assign spells; spells are assigned as cleric or druid and that component has code to make sure F/C “fighter/druids” get the right spells. I had not heard of any problems with it, but I can check. 

    Meantime, this is all without the sphere system. It works fine with the sphere system; so if you just want to get it working you could install the sphere system and choose the “Vanilla” spheres. That should make sure multi-druids work, and spell-wise should be more or less just like having no sphere system. 

    I tested the vanilla sphere system and it gives druid spells mixed with cleric.

    for example, my druid gets regenerate light wounds and cure light wounds

    the vanilla sphere also creates problems for the "real" fighter/druid class

     

    image.png.2683b112ac89456ac7b59436b00130e8.png

    The best solution i've found so far is to not install the druid multiclass component, this prevents the fighter/druid class from being installed as a cleric kit, which preserves the spell logic from spell revisions, the only problem is that without the druid multiclass component, fighter/druid doesn't gain any shapeshifting abilities (except jaheira, she's totally fine)

  2. I'm not getting shapeshifter abilities as a fighter/druid, unless i select multiclass druid component is that intentional?

    The reason i am not using the druid multiclass component is because it adds fighter/druid as a cleric kit which messes with spell revision

    And does Cernd get any benefit from this mod? the shapeshifter kit seems to have been replaced by the beastlord, but the component that applies kit to npcs does not touch Cernd

  3. 3 hours ago, subtledoctor said:

     

    At any rate, with regard to Item Revisions, both of these are handled by IR v4 beta10 sd17. For best compatibility, use TnB v0.9.45  or later.

    Cool, but now i have a question, i am using IR Revised, so I guess I'll have to choose either your version + multiclass sorcerer/magus or IRv4b10 + Revised, right? 

  4. 18 hours ago, subtledoctor said:

     

    I mean, there's a question of what is the point of paladins? We discussed this a long time ago - when enabling fighter/clerics for all sorts of deities, and enabling multiclass fighter/clerics for humans, why have paladins connected to those deities? Why not let fighter/clerics be the default "divine warriors" and eliminate the paladin class altogether?

    The answer is, basically, "what if some player still wants to play a paladin?" So we left them in. In my newer builds the mod offers an option to keep paladins as a special class for only a few lawful/good deities - Torm, Tyr, Helm, Ilmater, Kelemvor, Sune - and different option to add paladin kits to all sorts of deities of every alignment. This way every player can tune things according to their whims: paladins for all alignments, or paladins only for LG deities, or no paladins at all and just have F/C's instead. (NPC_EE will let you convert the existing paladin NPCs to F/C's if you want to go that route.)

    That is true, paladins overlaps too much with fighter/cleric, but i still believe they can somewhat coexist, like sorcerers and mages/bards, is just that it would require a very radical change to all paladins, something that makes them different.

    we need to ask 3 questions.

    what is a fighter, what is a paladin and what is a fighter/cleric.

    my answer is.. 

    A fighter is someone dedicated to martial arts, he isnt religious, he doesnt use magic, so he need to be the best at fighting with what he have, a high level fighter can be considered a "genius".

    A fighter/cleric is someone who has sacrificed part of their daily dedication to a god to learn to be a better melee warrior, he should have less divine magic than a pure cleric and should never have the same martial prowess of a pure fighter.

    Then there is the main issue, the paladin.

    Perhaps he should be like a fighter, but not a genius, instead he is someone so devoted to an oath that he is blessed by a specific divine even without praying, the paladin's martial prowess should be stronger than a fighter/cleric, but weaker than a pure fighter, his kit should have self buff spells to represent his deity giving him aid, but also, aura like abilities to represent the inspiration he is to his party or the fear he causes to his enemies(evil paladins).

    Anyway, I know it's a little late, but I just wanted to give my opinion on the matter.

     

  5. On 1/11/2023 at 9:06 PM, subtledoctor said:

     

    EDIT - actually, IR shouldn't need it, because IR should be installed first. Maybe? Probably. I'll double-check.

    this could be the problem, his install order and mine only puts the main component before TnB, the rest is considered "tweaks"

    edit

    I honestly have no idea what's going on, I did another install with some extra mods and it stopped working again

    edit

    I think I found the new culprit, "multiclass sorcerer", my guess is this probably changes a few things to allow fighter/sorcerer to wear armor and this is causing issues similarly to the magus component.

    after comparing my old list, his list and my new list, I'm pretty confident

  6. for future reference, here's the culprit ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.9.34

    magus is a sorcerer class that is supposed to wear armor and cast spells, but since some of the changes this kit makes to the game aren't limited to the kit itself

    from github

    "PLEASE NOTE: in order to let the Magus kit cast spells in armor, it is necessary to make armor equippable by mages and sorcerers. They still cannot cast spells in armor - only the Magus kit can do that. But they can equip armor if they are willing to have their spellcasting disabled."

    it appears to conflict with item revision and tweaks anthology

     
  7. On 1/8/2023 at 8:50 AM, Guest MassFantasy said:

    Hi,

    I can't install the combat skills component, it doesn't show at all during the installation. Is it because I haven't installed the feats component from Might and Guile?

    I haven't, because of an error:

    ERROR: cannot convert D5SHADD or %D5SHADD% to an integer

    Anyone know what might be wrong, how to make it work?

    I'm installing on IDEE - bunch of npc and quest mods, systemic and tweak mods are exclusively subtledoctor's, I think.

    i think you need the pre release version https://github.com/UnearthedArcana/Scales_of_Balance/releases

  8. something went wrong with my installation, the image that appears in the prologue is from SOD

    i suspect it has something to do with bgee classic movies but i am not sureinstall.txt

    I learned that bgee.lua selects which image to use

    chapterBackgrounds[0] = "GUICHP0B"
    chapterBackgrounds[1] = "GUICHP1B"
    chapterBackgrounds[2] = "GUICHP2B"
    chapterBackgrounds[3] = "GUICHP3B"
    chapterBackgrounds[4] = "GUICHP4B"
    chapterBackgrounds[5] = "GUICHP5B"
    chapterBackgrounds[6] = "GUICHP6B"
    chapterBackgrounds[7] = "GUICHP7B"
    chapterBackgrounds[8] = "GUICHP8B"
    chapterBackgrounds[9] = "GUICHP9B"
    chapterBackgrounds[10] = "GUICHP10B"
    chapterBackgrounds[11] = "GUICHP11B"
    chapterBackgrounds[12] = "GUICHP12B"
    chapterBackgrounds[13] = "GUICHP13B"

    i am pretty sure they are all from SOD, not only that but more than half  of the lines are empty

    chapterBackgrounds[14] = ""
    chapterBackgrounds[15] = ""
    chapterBackgrounds[16] = ""
    chapterBackgrounds[17] = ""
    chapterBackgrounds[18] = ""
    chapterBackgrounds[19] = ""
    chapterBackgrounds[20] = "BPEND"

     

    chapterBackgrounds[52] = "GUIDRM2"
    chapterBackgrounds[53] = "GUIDRM3"
    chapterBackgrounds[54] = "GUIDRM4"
    chapterBackgrounds[55] = "GUIDRM5"
    chapterBackgrounds[56] = "GUIDRM6"
    chapterBackgrounds[57] = "GUIDRM7"
    chapterBackgrounds[58] = "ARRIVE"
    chapterBackgrounds[59] = "LEAVE"
    chapterBackgrounds[60] = ""
    chapterBackgrounds[61] = ""
    chapterBackgrounds[62] = ""

     

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