Jump to content

Raduziel

Modders
  • Posts

    225
  • Joined

  • Last visited

Posts posted by Raduziel

  1. 3 minutes ago, Dan_P said:

    Good to know, thanks. Is Dreadful witch considered more of a Cleric than?. Main reason I was asking is because the description says it has same restrictions as normal Shaman, which is restricted to 1 pip in the current version.

    Nope, Shaman also have access to two slots per PnP rules.

    So does Thieves and, if my memory serves me right, Bards.

    As I said: in PnP you can add up to two slots to a fighting style (two weapon in this scenario) plus one slot for Ambidexterity.

    IE translated that as three slots in TWFS, that's why all my kits behaves like that.

    I'm feeling a headache right now and English is not my primary language, so sorry if something gets confused and let me know if you need further explanation.

  2. 9 minutes ago, Dan_P said:

    Hi Raduziel, some really nice kits in this pack so great work. I noticed a couple small things that I'm assuming are not intended. Undead Predators still get spell slots with "All" Sphere spells (installed with Deities of Faerun). Also, Dreadful Witch can put 2 pips in 2 weapon style. Not big issues obviously, but just mentioning in case you didn't know.

    Thanks for the feedback but both are intended.

    As PnP Rules, priests may get two slots in Two Weapon Fighting Style (actually one slot for Ambidexterity and another one for TWFS, but IE translated that as 3 slots in TWFS).

  3. 13 hours ago, Cahir said:

    @Raduzielwhat is the exact incompatibility between DoF and Spell Revisions? I've been debating for some time whether to choose DoF or F&P, but this one point always turned the tide towards F&P. But of the incompatibility is cosmetic, this could change my perspective.

    It is not merely comestic.

    Long story short, to make DoF compatible with SR I would have to write lots of codes that I don't want to because SR overwrites some spells instead of patching them.

  4. 12 hours ago, CaloNord said:

    Hey hey hey! :) I have the same issue with the Heartwarder of Sune kit, it's the only thing in like 30 mods that didn't install properly. SPWI411.spl fails to copy? 

    The weidu log is attached. 

    I didn't use the Sphere system, since I'm not a massive fan, could that be causing it? That said, every other kit installed fine. :)

    Is there a way for me to fix this myself? I don't want to cause anyone problems! 😕 

     

    Thanks! 

    WeiDU.log 41.68 kB · 1 download

    Can you attach Setup-Deities-of-Faerun.DEBUG, please?

    Thanks.

  5. 22 hours ago, Guest energisedcamel said:

    Hi @Raduziel! Just want to pop in and say this is one of my top mods of all time. It makes clerics so fun to play, and gives each new PC (and the NPCs) so much flair and personality.  It's an absolute must-have, for me.

    If you ever get the chance and the motivation, I'd love to see a few more of the elven deities covered (especially Aerdrie Faenya to give to Aerie as an alternative to Baervan). Thanks so much for all your hard work so far!

    Thanks, it is always nice to see someone having fun with one of my mods.

    I don't know when I'll be able to develop this project further, though. I really liked the Aerdrie's kit idea so it may (or may not) be placed first in the pipeline.

  6. 2 hours ago, Raduziel said:

    Ok, I was trying to test it with 2.6 but my UI is unplayable (not sure if this issue is caused by DoF TBH or if it's just Beamdog being Beamdog). Rolling back to 2.5 to test.

    This was DoF's fault. The UI is terribly broken and I have no idea why. Will take some time to figure it out.

    @Necromanx2Checking the code, I didn't see a reason for spears not be accepted. Are you positive that you had the required Strength at the moment you've tried to equip it?

    I'll check in-game anyway as soon as I figure out what's going on with the UI.

  7. 3 hours ago, Raduziel said:

    This isn't DoF's fault but an engine limitation AFAIK.

    You need to install kits in both games following the exact same order, otherwise the game won't be able to read properly the kit table - it will check a number for you character and compare to a number in a table, the problem is, unless you installed mod kits following the exact same order there will be a mismatch.

    @Cjartan you may stick with this answer.

    @kjeron and @Jarno Mikkola

    Thanks for the insights.

  8. 2 hours ago, Cjartan said:

    Transferring my character wasn't so pleasant unfortunately as I've met few bugs. 

    First of all, after importing the final save from BG1 my character in BG2 wasn't displayed as a 'painbearer of ilmater' but regular cleric, thus he lost the access to few spells... 

    Secondly, he has received the +2 CON bonus AGAIN... so his condition was kinda atrocious :D 

    And lastly his remove fear 1/level feat (in total: 8 uses at lvl 8) was reduced to just 1 use total.

    Nothing of it was game breaking as i simply fixed everything via EE-keeper but just wanted to let you know @Raduziel, if it wasn't mentioned already. 

    Cheers

    This isn't DoF's fault but an engine limitation AFAIK.

    You need to install kits in both games following the exact same order, otherwise the game won't be able to read properly the kit table - it will check a number for you character and compare to a number in a table, the problem is, unless you installed mod kits following the exact same order there will be a mismatch.

  9. @Mike1072 Thanks for the helping hand.

    DoF does a lot of changes to spells (many of them are inside the IcewindDaleImport file).

    Some of them aims to mirror PnP behavior like Fireshield, Emotion and Symbol (now each of them are combined into a single spell), all healing spells (now they roll a dice instead of healing a given amount) and Free Action. Those are the more problematic.

    On top of that, DoF provides some fixes and better interaction between IWD spells and BG (2) games - like Blessing cancelling Curse (the opposite is also true).

    Also, DoF edit the spells so they may consider DoF's kit's special abilities and immunities - those changes trend to happen inside the kit's code, though.

  10. 5 minutes ago, Mike1072 said:

    I took a look at your readme and a bit of the code.  I wouldn't think you'd have to make too many alterations to account for SR in the sphere system.

    Some changes would definitely be required to account for new spells, disabled spells, and the few spells that move around (cure wounds), but the vast majority of spells have the same flavour and purpose in SR as they have in vanilla, and it's just the mechanics that change, so sphere assignments should be the same for most of them.  Are there any compatibility issues I'm missing outside of the sphere system?

    I don't remember exactly what were the complications but I do remember expending a lot of time and energy to make both mods work together - specially with the Fireshield spell.

    I also reached some of the modders responsible for SR to ask why they overwrite spells instead of editing it and IIRC the answer was basically "the mod was always like that and every other mod adapted to fit SR" - not as blunt as that.

    So I didn't see a reason to expend time and energy - both rare commodities in my life - to make my mod compatible with a mod that doesn't care about being compatible.

    Long story short: possibly doable to make both compatible but I don't want to expend time doing so.

×
×
  • Create New...