M&G and F&P are definitely being developed with each other in mind (along with Tome & Blood, to a lesser extent), but they are distinct. M&G is my own baby, whereas F&P is really being directed by Grammarsalad, I'm just assisting with some kits and some of the Weidu. For F&P-specific discussion you can use one of these two threads:http://gibberlings3.net/forums/index.php?showtopic=27627&do=findComment&comment=239433
https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks#latest
... but I don't mind discussing it here. As for your questions:
- M&G is 100% developed with TOB/Tutu/BGT in mind. I'm pretty sure my current builds of F&P are working on the old engine as well. What we have left to add is a bunch a kits, some new spells, and the deity selection dialogue. The last of those, which Grammarsalad is working on, is the only thing that might have problems on the olde engine, because I know the EEs add a bunch of script triggers that people really love. I'm going to try to persuade Grammarsalad to keep everything compatible with the old engine... it might require TobEx, though.
- Right now the beta works with existing cleric kits, and eliminates/replaces the existing Druid kits. When the mod us finished, we will replace all of the existing priest and paladin kits with our own versions. (Some of them might be very similar, though.)
- Depending on which components you install, the mod will eliminate clerics' item usability restrictions. This means Yes lick could wield an axe, Anomen could wield a spear, and ranger/clerics could use long bows.
- We are also adding some new spells of our own to fill out spheres that have gaps. Like, there is no 3rd-level Earth spell, and no 6th-level Plant spell. So Grammarsalad is working on making them. All in all, I think we plan to add ~15-20 spells to the game.
- The sphere system uses just about every vanilla priest spell, plus some wizard spells, plus the many priest and wizard spells from the IWDification mod. It doesn't *remove* any spells... but it limits different kits to certain spheres. "Flame Blade" is in the sphere of Fire, so Arctic Druids cannot cast it. "Sanctuary" is in the sphere of Shadow, so priests of Lathander can out cast it. "Spiritual Hammer" is in the sphere of War, so priests of Sune cannot cast it. "Animate Dead" is in the sphere of Death, so priests of Helm cannot cast it. Etc.
Quite interesting and a lot of work to develop and test it.
we will replace all of the existing priest kits ... with our own versions
Will you replace everything that has class 3 assigned? In the original game I can find only Lathander, Helm, Talos for priests, every other kit has been developped by some other mod, many of them are not usable for the PC but only apply to a single NPC - will you leave at least those last ones untweaked?
Background for my question is of course my own NPC Priestess of Mystra who already has her own set of spells granted from her goddess and comes with her own personal items and heavy restrictions for some others - for the sake of her storyline it would not be applicable to change her. I just use her as an example, there may be others designed for a special mod in a similar way.