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Raduziel

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Everything posted by Raduziel

  1. Ok, I'll need some time to debug this one - not an obvious error (not to me anyway). I wouldn't be able to do so today due to the Libertadores final match (I couldn't even sleep this night thinking about it). I'm downloading from Github and I'll see if this problem happens locally. If it doesn't, I'll ask you to retry.
  2. Thanks, @jastey! I've tried it before but the list never popped up. That's why me mom tells me to never be a quitter.
  3. My hypothesis was right For a noob and play-by-tune modder it is a big deal haha. And I love this forum already, thanks @Mike1072 and @Gwendolyne I'll tackle @Zaghoul's problem now.
  4. Just took a look and the SUPPORT line is fine. IIRC it is a new function and maybe the Mac-Weidu doesn't properly handles it yet. I'll ask around to see if that is the case - and probably your problem is not the same that Zaghoul is having
  5. That's a very weird line to have problems with. Maybe Aurora punched the keyboard when I wasn't looking and I uploaded a typo in that line (seems unlikely but happened before). Should be quite easy to fix.
  6. Probably the same thing is happening with both you and Baquan. Maybe I'll be able to hit two birds with one stone. I'll check it out tomorrow during Aurora's nap.
  7. Hello, I never even touched a Mac - probably not even was in the same room with one, to be honest - but I'll do my best to help. To do so, I need some intel. Can you please provide the following files, from your game's root folder: Setup-DeitiesofFaerun.debug and Weidu.log Those files will allow me to pinpoint exactly the problem and start to work on a solution. Thanks and sorry for this inconvenience.
  8. FailGeek is MIA too as far as I know. But feel free to send him a MP on my behalf asking him for getting in touch with me here - I would do it, but I'm banned from BD's forums (not something up to discussion, except through MP). With a long beard and kind of shorty. Just kidding, I didn't touch anything mod-related in the past weeks. My baby is having tough nights and my graduate studies are being harsh - whatever time I have left (and is not devoted to sleeping) was expended in Fallout New Vegas. Not even ClearAir.2da was modded yet - I lost the instructions Kjeron gave me as I don't have access to my inbox at BD's forum anymore.
  9. The Lords of the Golden Hills are the pantheon with the most deities so far, so they'll probably lay back in line for a while. As for the Lords' spheres, they will definitely get major in their respective element, but I'm not sure if it will be the only elemental sphere. I'll think about it. Hey, Gnoll. Good to see you around here. If I may give you a suggestion, create an account to follow this thread. Will be easier to keep track of the mod's news. Every kit not embraced by the sphere system gets the default selection (the same of the non-kitted class). If you point to me what kit it is I can try to get in touch with the author as I did with many others. If it is the Lost Druid, you're out of luck as the author went MIA for a while now. I can send you a MP teaching how to add a personal selection locally but there is nothing I can do in termos of release as it would be kind of disrespectful with the author.
  10. Good to see you around here, doc! Just a heads up: this forum has no limit of characters per post. I also reserved some posts but in the end I just used two and it worked even better.
  11. If you mean Laduguer and Deep Duerra, they will come eventually. And good to see you around here.
  12. The kits' description were finally added. Sorry for taking this long. Hope you guys enjoy it. Next on pipeline is Moradin.
  13. I will but there - and probably today. I will not discuss anything BD-related in this forum as I want here to be a refuge and not a battlefield.
  14. Link to Download (version 3.8.3) Hello! I Hate Undead started as a pack of kits devoted to destroy undead but as it was developed some kits undead-related were added. There's one kit for each class and some of them have multiclass kits. My frustration and hatred harvested during a Ravenloft campaign were the key to build the following kits. Hope you guys and girls enjoy it. Undead Predator (Ranger Kit) Holy Redeemer (Cleric Kit) Deathslayer (Wizard Kit) Undead Hunter Revision (Paladin Kit) Death Tricker (Thief Kit) Burial Defender (Fighter Kit) Grave Mourner (Bard Kit) Circle Enforcer (Druid Kit) Pallid Mask (Monk Kit) Dreadful Witch (Shaman Kit) Imprisoned Soul (Sorcerer Kit) The Undead Hunter, Circle Enforcer, Dreadful Witch, and Spirit Redeemer are fully compatible with Deities of Faerûn's sphere system and receive the following access: * Undead Hunter: All, Combat, Healing, Protection, Sun * Circle Enforcer: Major: All, Protection, Combat, Air, Water, Earth, Fire Minor: Healing, Sun, Creation * Dreadful Witch: Major: All, Necromantic, Suffering, Plant, Darkness, Summoning, Earth Minor: Healing, Animal, Thought * Holy Redeemer: Major: All, Protection, Sun, Combat, Creation, Fire Minor: Healing, Moon, Divination, Vocal
  15. He's one of the patient ones who kept giving awesome reports to improve DoF
  16. Here are the kits per se. What you'll see in each kit's description is a brief explanation of its special abilities. Bear in mind that not every kit is available for all IE games, as DoF respects FR's lore - what means that a deity is only available if it exists during the time the game takes place. Other than that, DoF's focus is in PnP fidelity, what may lead to some poorly balanced kits (too strong or too weak). In a paradoxal way some deity's kits had to be altered to better fit IE's restriction (especially those related to Air and Water). The orcish pantheon is a challenge as there are very little official material about it (just Monster Mythology and this book don't give the pantheon a proper title and also neglects the special priests in the same way). Enjoy. Icevassal of Auril Magistrati of Azuth Dreadruler of Bane Black Finger of Beshaba Deathstalker of Bhaal Strifeleader of Cyric Glyphscriber of Deneir Pacifist of Eldath Watcher of Helm Darkwalker of Ibrandul Painbearer of Ilmater Doomguide of Kelemvor Dawnbringer of Lathander Mistcaller of Leira Pain of Loviatar Talon of Malar Silentwalker of Mask Gray One of Myrkul Dweomerkeeper of Mystra Lorekeeper of Oghma Silverstar of Selûne Nightcloak of Shar Windwalker of Shaundakul Heartwarder of Sune Malagent of Talona Stormcaller of Talos Battleguard of Tempus Holy Champion of Torm Luckbringer of Tymora Holy Justice of Tyr Waveservant of Umberlee DEMIPOWERS Bloodreaver of Garagos Doombringer of Hoar Doomscribe of Jergal Woodwife of Shiallia Holy Strategist of The Red Knight Seer of Savras Iceguardian of Ulutiu Wavetamer of Valkur Necrophant of Velsharoon LORDS OF THE GOLDEN HILLS Fastpaw of Baervan Hoodwinker of Baravar Glitterbright of Garl Bloodstalker of Urdlen YONDALLA'S CHILDREN Truesword of Arvoreen Horn Guard of Yondalla MORDINSAMMAN Alaghar of Clangeddin Luckmaiden of Haela Trailblazer of Marthammor Sonnlinor of Moradin EXILED MORDINSAMMAN SELDARINE Feywarden of Corellon Hawkeye of Solonor DARK SELDARINE Arachne of Lolth GRUUMSH'S BROOD Eye of Gruumsh ELEMENTAL LORDS
  17. Link to Download (version 1.9.8.2) Hi, Deities of Faerûn is a bold project that aims to bring all the (active) deities from Faerûn to IE as close to PnP as possible.. So far it has the following components: 1) Basic Changes Those are some under-the-hood changes that need to be made so the mod works properly. The biggest thing here is that DoF allows the cleric to wear all sorts of weapons as those are restricted later kit by kit. This was the way I found to go around a restriction with the weapon proficiency selection screen - suggestions for improvements are always welcome. To see exactly what this component does click here to see the respective .tpa file. 2) Use Kit's Colors DoF gives to every kit the cloths/armor/metal color displayed or listed in an official source book (Faiths & Avatars, Demihuman Deiteis and Monster Mythology). To highlight this detail a bit, this component makes every non-magical armor, helmet and shield display the character's color instead of enforcing its own. 3) Sphere System DoF is shipped with its own sphere system (built by Kjeron and maintained by me). There is a total of 25 spheres: All, Healing, Necromantic, Suffering, Animal, Vermin, Plant, Protection, Sun, Moon, Darkness, Thought, Combat, Creation, Summoning, Air, Water, Earth, Fire, Divination, Travelers, Weave, Trickery, Time and Vocal. Please, check the Readme's section f1 to see more details of each sphere. This component also adds spells from IWDEE (if installed in BG(2)EE obviously) and introduces many fixes and changes. All the changes intend to bring the spells as close as possible to its PnP behavior and many of them will make the game harder. DoF will, in the future, add some new spells to be used by the sphere system - so far all the new spells introduced are exclusive to one (or a few) kit(s). I have no plans to add HLAs, though, as I think those should never exist in the first place. Also, some kits that are not from DoF may benefit from a custom selection of spheres. Those were chosen with their respective authors. To see more details refer to section f3 of the Readme. 4) Kits The kits per se. At the moment there are 53 kits: Arvoreen, Auril, Azuth, Baervan, Bane, Baravar, Beshaba, Bhaal, Clangeddin, Cyric, Corellon, Deneir, Eldath, Garl, Garagos, Gruumsh, Haela, Helm (revised), Hoar, Ibrandul, Ilmater, Jergal, Kelemvor, Lathander (revised), Leira, Lolth, Loviatar, Malar, Mask, Moradin, Mystra, Myrkul, Oghma, Red Knight, Savras, Selûne, Shaundakul, Shar, Shiallia, Solonor, Sune, Talona, Talos (revised), Tempus (revised), Torm, Tymora, Tyr (revised), Ulutiu, Umberlee, Urdlen, Valkur, Velsharoon, and Yondalla. Many of those kits may be used with multiclasses. Check the next posts for more details. 5) Kits for NPCs Every single NPC-priest from the game (including some added by mods) receives one of those kits. Some adjustments were made in terms of stats and alignment so they could fit the kit's requisites. It's true: some powers were lost (Branwen no longer has Spiritual Hammer, Yeslick no longer has Dispel Magic and Quayle no longer has Invisibility) but only because those powers were there to simulate the kits abilities - what now those NPCs actually have! PS: Tiax can still summon his undead because that was not a kit-related thing, it is a character-related spell. The current mod NPCs supported by DoF are: * Branwen for BG2 (Battleguard of Tempus) * Dave (Stormcaller of Talos) * Drake (Holy Justice of Tyr) * Dusky (Silentwalker of Mask) * Finch* (Glyphscriber of Deneir) * Gavin (Dawnbringer of Lathander) * Helarine (Doomguide of Kelemvor) * Helga (Luckmaiden of Haela) * Jetlaya (Dawnbringer of Lathander) * Korin (Hawkeye of Solonor) * Nephele (Horn Guard of Solonor) * Quayle for BG2 (Hoodwinker of Baravar) * Shar-Teel for SoD (Bloodreaver of Garagos) * Tenya (Waveservant of Umberlee) * Tiax for BG2 (Strifeleader of Cyric) * Turald (Trailblazer of Marthammor) * Yeslick for BG2 (Alaghar of Clangeddin) * Yvette (Heartwarder of Sune) Do you have an NPC mod of a Cleric and want to crossmod? Get in touch! 6) Stronghold Altering This component changes which stronghold each kit may obtain. Some kits will have the option to choose between two or more options. Check the Readme's section d for a complete list. --- Installation Order DoF should be installed after mods that introduce items to the game and that introduces spells to the game (as IWDification, B_Spells, and Raduziel's Universal Wizard Spells). DoF should be installed after mods that introduce NPCs - especially those that receive a kit from DoF (see the list below). DoF should be installed before mods that introduce Kits that will use the Sphere System. DoF should be installed after EET, except for EET_End that should always come last accordingly to K4thos and EET's Readme. DoF should be installed before Improved Shamanic Dance. DoF should be installed before Tome and Blood. This mod is fully compatible with Kjeron 's Dual-Into-Kits and I strongly recommend that you use it as many kits on DoF have a nice synergy with dual-classing! DoF is not compatible with Faiths and Powers. DoF is not compatible with Spells Revision. Please, check the Readme for more details about installation order! Known Issues * A multiclass R/C or F/C of one deity that gives d10 as HD will have 2 extra HP when created in ToB. I have no idea why. * The Fear Gaze from Shar's Eyebite can sometimes turn the target berserker. It is a problem with the Opcode, not something I did wrong. * Speaking of problems, Anomen will be able to get proficiency as an unkitted Fighter (5 slots in any weapon) but he will still be bounded to Helm's equipment restriction, so be wise about what you'll do when leveling him up. You won't have this issue if you use the aforementioned Dual-Into-Kits mod. --- Info about all my mods (bug fixing, new releases) may be also found on my Twitter.
  18. Kjeron fixed this issue. qd_multiclass.zip
  19. From DoF's thread on Beamdog's forum, a solution proposed by the user Radamanth77: - ERROR: [override/QD_MCP01.spl] -> [override] Patching Failed (COPY) (Not_found) Ok, i think i found this issue and wanted to share my infos about. First of all thanks to Raduziel for the awesome work on an awesome mod. The problem comes out after an installation of EET on a 2.5 patched game. If you check the KITLIST in your override directory, you would notice that the GRIZZLY_BEAR kit got an extra 0x00004027 column. Extra becouse the previous one is 0x00004027 aswell. Just delete the last "extra" column and restart the installation of the mod. Everything will go fine then. I think the problem is in the patch itself BTW. Hope to help, I m testing loads of EET installations around this mod and I will share any finding.
  20. Hi! I'm the author of Deities of Faerun (DoF) and some other mods, very active on Beamdog but I rarely pass by here. A player reported an issue recently that may be of your interest. The player says that he used to run DoF perfectly on EET until the version 2.5 update. After that, he just can't install DoF. Doing a lot of tests I was able to narrow it down to the QDMulti function, used by my mod (and some others) in a lot of components. Removing every reference from the multiclass components allows the mod to install perfectly. This function and the components that are related to it don't misbehave in a non-EET install. Every check for EET looks rock-solid in my mod (or the player wouldn't be able to play it before v2.5). His Setup-DoF.Debug can be found here and his Weidu.log can be found here. Any ideas? Thanks!
  21. Can you provide a "For Dummies" step-by-step like you were tutoring a 5 yo eating sand? Thanks!
  22. Hi! I don't know if you guys take features request; if not please exclude this thread and I'm sorry for disturbing. If you do... well, the title is pretty much self-explanatory. The way vanilla Gnoll Stronghold (GS for short) proposes a challenge is quite ridiculous. Storming a stronghold should not be that easy. Even with Better Calls for Help the fight is effortless. Lots of chocking points, no enemies with missile weapons, lack of casters, everyone very susceptible to low level spells like Sleep, Color Spray and Command. The way I see, this battle should be as tough as Improved Bandit Camp. You're largely outnumbered and attacking a solid defensive position, after all. Thanks
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