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Raduziel

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Posts posted by Raduziel

  1. On 2/1/2024 at 4:34 PM, Necromanx2 said:

    Hi Raduziel,

    Didn't this mod have an Ur Priest once apon a time?
    If yes, was there a reason it was removed?

    Edit: Or have I totally misremembered?

    I don't remember an Ur Priest and I don't remember removing any kit from DoF.

    13 hours ago, Guest Necromancer Aspirant said:

    How do I play as necrophant of velsharoon in bg1 ee? It's locked to humans. So idk how to choose the cleric/mage multiclass..

    Maybe I'm overlooking something painfully obvious, but I'm new to the series and know next to nothing so please forgive. 

    The only thing I want is a good necromancer PC and all my searches for build ideas have led to this mod. What is the secret sauce I am unaware of? 

    You can't, DoF follow AD&D rules to the book - literally. It allows you to dual-class into a wizard later. You can use another mod to allow human to multiclass but IDK how it would interact with DoF.

    @Connelly

    So far I have no reply from the author of the new NPC, so DoF is not available for Cassia for this reason. I'm still willing to do it, though.

  2. 13 minutes ago, Guest Guest1 said:

    The False Dawn power associated with the revamped Dawnbringer of Lathander seems to hit everyone indiscriminately, undead or otherwise...also, I had to manually add the spells for the Major Fire and Sun spheres, as they didn't appear to show up in my Dawnbringer Fighter/Cleric. Wondering if you're experiencing the same bug or if it's a consequence of other tweaks/mods i've installed

    Which game? The installation happened properly?

  3. 20 minutes ago, Frenzgyn said:

    I'll doublecheck asapAre they installed by other mods or what?
    Doublechecked: they are installed by the main component of DoF and need to be deleted after installing it, then it seems to install properly.
    Thanks for looking in the issue!

     

     

     

    Thank you for pointing it out and thanks @kjeron for enlightening me

    I made a complete check across all the files to make sure this sort of issue won't happen to any other kit. I'll upload a new version ASAP addressing this matter, I'll just try to see Helga's MC component before.

  4. 20 hours ago, kjeron said:

    Blind guess: IDPRO255.pro already exists in the override/biffs, but is NOT in PROJECTL.IDS (for whatever reason - botched uninstall maybe).

    I was checking the code and Sune already has its projectiles installed as Mask is, so the problem of the file existing should be addressed

    BUT removing manually the files (IDPRO255 and IDPRO407) from the override folder did the trick.

    I think I'll remove the check for the file's existence.

    Long story short: @Frenzgyn removing the aforementioned files from the Override folder should do the trick.

    Cheers.

  5. 27 minutes ago, kjeron said:

    Blind guess: IDPRO255.pro already exists in the override/biffs, but is NOT in PROJECTL.IDS (for whatever reason - botched uninstall maybe).

    So probably the workaround we built for Mask should do the trick.

    I'll take a look when I get home 

    If it's not the case I'm lost in the woods (and I'm pretty sure I'm installing over a fresh install). Will try though.

    Thanks for jumping in, @kjeron

     

  6. On 9/11/2023 at 1:36 PM, Frenzgyn said:

    Hi, @Raduziel, don't know if you are still supporting the mod, but found another issue with Heartwarder of Sune.

    It was already reported, but then the user said it solved due to some mod order/EET Tool mumbo jumbo and I think everyone forgotten.

    It's  an "unusual" one, it happens on BGEE ONLY if Spheres System is not installed.
    With the Spheres System, no problem.
    I double checked on a freshly install with only DLCMerger.

     

    [DeitiesOfFaerun/Lib/Spheres/Import/EmotionFear/SPWI428.spl] loaded, 490 bytes
    ERROR: cannot convert IDPRO255 or %IDPRO255% to an integer
    ERROR: [DeitiesOfFaerun/Lib/Spheres/Import/EmotionFear/SPWI428.spl] -> [override/spwi422.spl] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    
    ERROR Installing [Install kit: Heartwarder of Sune], rolling back to previous state

     

    SETUP-DEITIESOFFAERUN.DEBUG 156.77 kB · 2 downloads WeiDU.log

    Now let's see what it is about...

    Edit: I'm lost about this one, to be honest.

    I have the PRO file that is chocking the install inside Lib\Spheres\Import\Common

    The code should be installing this properly:

    ACTION_IF !FILE_EXISTS_IN_GAME ~IDPRO255.PRO~ BEGIN
    
    ADD_PROJECTILE ~DeitiesofFaerun/Lib/Spheres/Import/Common/IDPRO255.PRO~
    
    END ELSE BEGIN
    	OUTER_SPRINT	file ~IDPRO255~
    	COPY_EXISTING ~PROJECTL.IDS~	override
    		REPLACE_EVALUATE ~[%WNL%^]\(0x[0-9A-F]+\|[0-9]+\)[ %TAB%]+%file%[ %TAB%%WNL%$]~	BEGIN	SET	EVAL ~%file%~ = (~%MATCH1%~ +1)	END	~%MATCH0%~
    	BUT_ONLY
    END

    However, this piece of the code appears to be doing nothing at all.

    I'm open to suggestions, fellow members of this forum.

  7. 1 hour ago, Dan_P said:

    One more post about this. I decided to make a hotfix instead of the dumb workarounds above. Here's a fixed install file for the Undead Predator kit (tested with v3.8.2 of this mod). The only difference is it does a column check for clastext.2da before edit. It only includes the -1 at the end if there's a column for it.

    UndeadPredator(bg1fix).zip 2.61 kB · 1 download

    Put it in the IHateUndead "components" folder before installing I Hate Undead.

    --

    Raduziel, since I'm posting anyways, maybe worth noting that the effects on the Undead Hunter Holy Sword don't 100% match the description. I'm guessing you revised the weapon or the description at some point, without changing the other.

    Also, for the +5 enchantment bonus vs. undead, assuming you want it (it's not in the description), that needs to be an equipped effect. You currently have it as an on-hit effect.

    I took the liberty of adding this fix to UP's tpa file.

    I'll look into the Holy Sword right now

  8. On 4/16/2021 at 9:54 PM, kjeron said:

    @RaduzielThe final effect of RABDF.spl, is an op206 blocking itself, which prevents the game from reapplying the spell when it processes the CLAB file at CHARGEN.

    I'm back and looking at those issues pointed out

    The idea of op206 is exactly to prevent things from being reapplied. If you import a character from BG1 to BG2, the effects are already applied, right?

    Because I remember having an issue if importing the character and having the bonuses applied twice, hence the op206

    Edit:

    I have op321 removing the powers right at the beginning of the spl file to prevent these duplicating effects and I thought the op206 would prevent the spl to be reapplied, including the op321 effect but that doesn't seem to be the case.

    I'm removing the op206 to fix this issue and I'll see if it will be necessary for other kits

  9. 19 hours ago, kale said:

    Just looking at the Oghma Kit for a BG rerun. I really like it because it has some nice RP flavouring without being overpowered. But would it not be an idea to give the kit some +lore bonus before the ability kicks in at level 10? Seems a bit strange for an Oghma worshipper to be stuck with the low lore score of a generic cleric for 9 levels. Or maybe Identify as a lower level ability?

    Could the alignment also be extended to all three shades of neutral? On the Forgotten Realms wiki that seems to be the 2e allocation for Oghma worshippers. True neutral just seems to be a bit unnecessarily restrictive for a non-Druid, especially since there's no inherent reason why a "knowledge worshipper" shouldn't be able to lawful, for example.

    Edit: It seems that True neutral is indeed a requirement for a Lorekeeper under 2e rules ... 2e is just weird with its alignment restrictions :D.

     

    Hi, Kale, what's up?

    DoF's goal is to remain as close to PnP as possible - the Lore boost kicks in at Level 10 because that's when a Lorekeeper is supposed to get Legend Lore as a special ability.

    Cheers

  10. @kaleDrop the file below inside DoF\DeitiesOfFaerun\Components, replacing the existing content and reinstall the component - you might need to reinstall the strongholds component too

    This should fix the problems from now on but not the current spells - this you may change by using EEKeeper. The spell you'll be looking for to add is RACore2.spl

    You'll probably already have this same spell but remove it (as it is wrongly associated with Cat's Grace) and readd it (now correctly associated with Faerie Fire).

    ---

    Version 1.9.8.1 is up with this fix.

     

     

    Corellon-Kit.tpa

  11. On 10/11/2022 at 4:22 PM, Isewein said:

    Since you're not on the Beamdog Forum anymore and your Regulars kit collection hasn't been released, I just wanted to chime in here and tell you how much I appreciate your approach to small, flavourful kit mods specifically geared towards NPCs (Militia Captain, Mercenary, Charlatan). So many class or kit mods seem to try and reinvent the wheel, and while I have nothing but respect for that, it goes rather over my head. These however simply add a touch of roleplay to the mechanics - what more could you ask for?

    PS: While I'm here though - albeit I despise myself for continuing to mix praise with requests, would it be possible to make the kit components of DoF standalone (and thus compatible with Spell Revisions and SCS)? I've grown so used to SR over the years that I can hardly imagine having to relearn the vanilla spells anew, let alone enjoy the encounters without SCS realistic AI...

    That is awesome to read, thank you very much. The Regulars idea is exactly that: a RP-oriented flavor and period. DoF reproduces a bunch of official material that's why it is so huge.

    And that reminded me that I promised The Regulars and never released it. I'll try to work on it a little this week and see if I can give at least a preview: many of the isolated-mods will need to be rewritten as those were build when I was very green in modding.

    I have no idea about the other two kits that I had sketched to release with the Regulars. IIRC one of them is Knight that... well, is a Fighter-kit a little bit paladin-ish but without fancy divine powers - pretty much a Fighter who loses all his ranged attacks in favor of resisting Charm spells and Psiconics. The second one I can't remember what I was planning to develop.

  12. On 9/30/2022 at 5:22 AM, Guest Photo said:

      

    Oh! I had 1.9.7.x - will check it out, thank you!!

    Is there any way to get the deathstalker of Bhaal to be an option in Baldurs Gate? (I appreciate that Bhaal is technically dead at that point)

    Yup, go to DeitiesofFaerun.tp2 (located inside DoF/DeitiesofFaerun) and delete line 422

    REQUIRE_PREDICATE (GAME_IS ~iwdee~) @9999906

    You can do it for any kit you want to mix-and-match with any game - just make sure you're deleting the GAME_IS line.

    Cheers.

  13. On 7/16/2022 at 1:57 PM, Trouveur80 said:

    Hi, I was wondering it was intend than Bracers of Archery are not usable by the Hawkeye of Solonor? It's a little weird than a character than can put 3 points in bows can't wear those bracers.

    Also, would it be possible to change the abilities from the Hawkeye of Solonor to be permanently activated or deactivated like the Expertise feat from the Artisan's Kitpack fighter?

    I'll see what I can do about those bracers BUT as you can see I'm struggling with time lately. Sorry for the late reply.

    On 8/7/2022 at 8:53 AM, Mordekaie said:

    Hi @Raduziel I am totally off topic.

    Iam working on my install order and planning to install both Rogue Rebalancing  and Thalantyr Item upgrade. You reported on Beamdog forum that there is/was a "bad interaction between this mod (Thalantyr IU) and Rogue Rebalancing when it comes to the Short Sword of Backstabbing" (Here).

    Do you remenber what bad interaction it is about ?

    IIRC they kept replacing the item improperly or something like that. I wrote this documentation Eons ago, you can install both and see for yourself, it is not something that will break your game (I think...) As both mods alters the same item you'll probably end up with the version you install last - or RR will prevent you from upgrading the SSoB, something like that.

     

    On 8/19/2022 at 8:58 PM, Mortianna said:

    @Raduziel Thank you for all of the hard work you put into this mod! It adds an incredible amount of complexity and nuance to divine casters in the game. I also really appreciate the way the kits are balanced and adhere to PnP as much as possible. 

    I have a longstanding fondness for playing Necromancers, so I was delighted to see the Necrophant of Velsharoon kit included in the mod. 

    One question I have is about the Cleric/Mage Necrophant multiclass. Since it's designed as a Cleric/Necromancer (as it should be! 💀), PC gets an extra spell per level and the Illusion school is barred (per Specialist Wizard rules). The kits grants +2 to saves against Necromancy spells, but it doesn't look like the other features Necromancers receive, such as +15% to learn Necromancy spells, -15% to learn spells from other schools, and the -2 penalty to enemies' saves against Necromancy spells cast by PC, have been applied. I tested the learn spell percentage by scribing multiple scrolls of Necromancy spells with 18 INT (85% chance to learn +15% specialist bonus = 100%) and my PC still failed to scribe some of them. Since the game bars the implementation of two kits, and the Necromancer bonuses are assigned upon character creation, is there a way to incorporate these bonuses into the kit? 

    Lastly, given that Velsharoon is the demi-god of necromancy, liches, and undeath, it seems only fitting that his specialist priests should receive at least a +1 level bonus to commanding undead. Since the +2 bonus to saves vs. Necromancy is already granted from the Necromancy school specialization, the command undead bonus would be a fitting addition to this kit. 

    Cheers,

    Mortianna

     

    Thanks for the kind words.

    I've tried to implement the other features to no avail, unfortunately - even with @kjeron's help (what means that it probably can't be done at all).

    As for the other features, DoF implements the kits per PnP rules so as stupid as it is you need to blame TSR not me.

    14 hours ago, Guest Photo said:

    Hi, I tried looking on beamdog but their forums seem to have deleted me so I came to source!

    Basically I'm keep getting an error on the spheres component of this mod. Even with a fresh game install. 
     

    Install Component [Spheres System (by Kjeron)]?
    [I]nstall, or [N]ot Install or [Q]uit? 
    Installing [Spheres System (by Kjeron)] [1.9.7.6.7]
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    
    ERROR locating resource for 'COPY'
    Resource [smtables.2da] not found in KEY file:
        [./chitin.key]
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.


    I also tried registering but the sign up says I havent passed a security check but there' no captcha or anything

    DoF's current version is 1.9.8 and can be found here

    Please, check if the issue persists in this new version.

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