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Chanter [Priestly Bard Kit] v1.4a


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#41 Adul

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Posted 07 May 2010 - 04:31 AM

Good point, I've gone ahead and added that info.

#42 smoky tune

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Posted 07 May 2010 - 09:28 AM

I'm glad to see that the mod is being worked on.
Another one note:
1. Is it right that a divine spellcasting bard is able to use different mages' things such as wands, for example? And what about Amulet of Metaspell Infulence?
2. Perhaps it would be nice if a chanter's profession would be recognised in some of the temples of Athkatla. Just few lines concerning that would be rather encouraging imho.
I've started my Big World adventure with a chanter as protagonist, so I'll be writing comments as soon as I have ones.

#43 Adul

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Posted 08 May 2010 - 06:50 AM

1. Is it right that a divine spellcasting bard is able to use different mages' things such as wands, for example? And what about Amulet of Metaspell Infulence?

The chanter can use any of the bard's specific items (with the exception of mage scrolls), this includes the Amulet of Metaspell Infulence, but not Rings of Wizardry as they are mage-only. The chanter cannot use priest-specific items like the Ring of Holiness or priest scrolls.

2. Perhaps it would be nice if a chanter's profession would be recognised in some of the temples of Athkatla. Just few lines concerning that would be rather encouraging imho.

I rather like the idea, but I'm kind of a 'lite' modder and I prefer not to implement or use mod components that are not necessary for a mod to function effectively. I like it in a mod when you get exactly what is being advertised and there are no hidden goodies. :P

Although if someone decided to release this as an add-on I'd have no qualms about it.

#44 smoky tune

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Posted 09 May 2010 - 05:54 AM

Alright, and what about scrolls with divine spells? It's a pity chanters can't use them...

#45 Crazee

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Posted 09 May 2010 - 07:22 AM

I really like the idea behind this mod. I think I might have to give it a whirl on a future playthrough. I'll be sure to provide feedback if I do!

A question, though - does the chanter get the bard's stronghold or the cleric's stronghold? Maybe that's already been addressed somewhere in the thread, but I don't recall reading about it before...

#46 smoky tune

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Posted 09 May 2010 - 08:37 AM

... does the chanter get the bard's stronghold or the cleric's stronghold?

Though dedicated himself to studying divine magics, chanter is still a bard, so he gets the theater

#47 Jarno Mikkola

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Posted 09 May 2010 - 09:53 AM

... does the chanter get the bard's stronghold or the cleric's stronghold?

Though dedicated himself to studying divine magics, chanter is still a bard, so he gets the theater

No, that's not the reason... as the mod does nothing to the strongholds and their requirements... the bard always gets the bards stronghold.

:devil: Although it would be quite a kicker to add all the Lathanders, Helms and Talos paths to the mods features ... see as the chanter can be of any alignment. :devil:
By the way, why is that? I would at least remove the Lawful once, or the extremists(Lawful Good, L-Evil, Chaotic Good, C-Evil) just because...

Deactivated account. The user today is known as The Imp.


#48 Adul

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Posted 09 May 2010 - 02:08 PM

Well to be honest, alignment is not restricted because I wanted to start a lawful good chanter. :lol: Besides I see no reason why there can't be lawful good chanters with a paladinlike attitude, or even crazy chaotic evil doomsayer type chanters (see Sarevok when he disguised himself in Candlekeep).

As for why they cannot use priest scrolls and why they receive the bard stronghold instead of the cleric one, I think the appropriate answer to both of these questions would be to point out the laziness and lack of sufficient knowledge to implement these features on my part.

#49 smoky tune

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Posted 11 May 2010 - 05:06 AM

... chanter is still a bard, so he gets the theater

... the bard always gets the bards stronghold.

Didn't I say the same thing? ;)

#50 Adul

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Posted 25 February 2011 - 06:36 AM

Ok, here's another update to v1.3, this time it fixes a game breaking bug that prevented the dummy kit from correctly switching to the real kit after starting a new game. It seems to be working fine now, but if anyone detects any further issues, please let me know. Thanks.

#51 Zauberbratsche

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Posted 30 May 2011 - 04:41 PM

Ok, here's another update to v1.3, this time it fixes a game breaking bug that prevented the dummy kit from correctly switching to the real kit after starting a new game. It seems to be working fine now, but if anyone detects any further issues, please let me know. Thanks.


I just downloaded this, and it doesn't work at all in a new BG2:SoA game. The created character is just a regular bard, with the only noticeable difference being that he has a cleric avatar instead of a thief avatar.

No cleric spells, no chants, nothing at all different from a regular bard.

Somehow, the SoA program seems to be ignoring everything that the mod is supposed to be doing, other than the avatar.

EDIT: I just tried starting a new level one chanter in BGT. Same problem. Version 1.3 does not work at all. It just makes a regular bard with a cleric avatar. No chants in the special ability button, which is totally dark at level one. No cleric spells in the spellbook.

I'm very disappointed, because I really wanted to play this class.

Edited by Zauberbratsche, 31 May 2011 - 07:30 AM.


#52 Adul

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Posted 08 June 2011 - 12:00 PM

I just downloaded this, and it doesn't work at all in a new BG2:SoA game. The created character is just a regular bard... <snip>

Right. This is the same bug that the 1.3 version was supposed to fix. It turns out 1.3 didn't actually fix anything because I didn't quite understand how the scripts worked.

Now I've found out that the BCS files need to be compiled during setup otherwise the kit handlers will be incorrect.

So I've uploaded the new version 1.3a which should solve the problem, this time for real. I've tested it on three different BG2 installs and it seemed to work properly on all of them.

Thanks for letting me know and sorry about the mess.

#53 Adul

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Posted 13 June 2011 - 10:49 PM

Version 1.4 is out, and it includes a huge build with lots of new goodies. Here's the details.



1. Cleric Stronghold Component

This is a new optional component, and it requires the main component to be installed. If you install this, your chanter character will be able to claim the temple stronghold instead of the playhouse. As usual, the character's alignment determines which deity's temple he may join.

Regarding compatibility, this component makes changes to several files. The following dialog files are patched:
BHARVAL.DLG; BHNALLA.DLG; BHOISIG.DLG; BORINALL.DLG; BOUNHA.DLG; BRUS2.DLG; GAELAN.DLG; HAERDA.DLG; RAELIS.DLG; SCSAIN.DLG; TRAVIN.DLG

It also replaces these scripts:
AR0900.BCS; AR0901.BCS; AR0902.BCS; AR0904.BCS; AR2905.BCS; ARVAL.BCS; NALLABIR.BCS; OISIG.BCS



2. Reclaiming Chanter Spells

This version introduces a new method to reclaim spells deleted from your spellbook, something that had previously been an open issue. When you level up or switch between chants, the game will automatically re-add all priest spells which you can cast to your spellbook, according to your level. Problem solved.



3. Ability Bug Fix

Some of the chanter's special abilities previously expired with death and at the start of BG2. This version should fix that.



4. HLA Adjustments

Previously the Alchemy, Scribe Scrolls, and Magic Flute HLA's didn't really fit the chanter's repertoire, since they produced items that he either couldn't use, or which made no sense for this kit. Now all three of these abilities have been replaced with special versions of themselves which should better fit the chanter.

Alchemy: The list of possible potions have been altered to:
  • Potion of Fortitude
  • Potion of Defense
  • Potion of Extra Healing
  • Potion of Superior Healing
  • Potion of Regeneration
  • Antidote
  • Potion of Magic Shielding
  • Potion of Frost Giant Strength, only useable by rogue classes
Scribe Scrolls: For the chanter, this ability now creates priest scrolls instead of wizard ones. These are modified priest scrolls that are also useable by bards (and therefore the chanter). Here's the list:
  • Cure Serious Wounds
  • Neutralize Poison
  • Mental Domination
  • Defensive Harmony
  • Protection From Evil 10' Radius
  • Champion's Strength
  • Chaotic Commands
  • Flame Strike
  • Raise Dead
Magic Flute: Changed name to Mystic Flute, and altered the list of spells it can cast:
Original spells: Resist Fear (party); Globe of Invulnerability; 3 × Delayed Blast Fireball
New spells: Blade Barrier; Resurrect; 3 × Bolt of Glory

Note that these changes do not alter any of the original abilities, only the ones available to chanter characters.



5. Contegitas Buff

The elemental resistances bestowed by the Contegitas chant have been increased from 20% to 33%. Accordingly, the Improved Chanting HLA has been altered to reflect this change: the resistances given by the improved version of Contegitas have been increased from 40% to 66%.



6. Spell Slots Nerf

I've reduced the total number of spell slots the chanter receives.

A level 40 bard can memorize 5 spells from each spell level each day. Before this update, a level 40 chanter had 8 spells in spell levels 1 to 3, and 7 spells in spell levels 4 to 6.

With this update, I've reduced the total number of memorized spells by 1 spell per spell level, so now a level 40 chanter has 7 spells in spell levels 1 to 3, and 6 spells in spell levels 4 to 6.



7. Text Changes

I've renamed some of the chanter's special abilities and changed the descriptions of some others. Here's the list of which names have changed:

Consilium -> Omnimens
Sanitas -> Salve
Purgatorium -> Expulses
Magic Flute -> Mystic Flute



As always, let me know if you have any issues with this new version, and I'll do my best to address them.

Edited by Adul, 14 June 2011 - 12:53 AM.


#54 Zauberbratsche

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Posted 14 June 2011 - 12:27 PM

Okay, I tried it on a test 1st level character in BGT.

It seems to work as advertised, but for one very annoying thing - clicking on the first level (bonus to saves) chant in the special ability button causes the character to cast Magic Missile on himself. It is very possible to commit Suicide By Magic Missile by clicking on the chant.

Surely you did not intend that? I SK'd the character up to 7th level, and it looks like you can switch between the first two chants without the Missiles.

What is going on here? Is the character going to automatically cast the first level chant when the sing button is pressed, when there is only the one chant available, such that you are not supposed to click on that chant?

If I have to Magic Missile myself every time I want to use a chant, that is definitely a deal-breaker.

Also, the little music note icon does not work with the chants. This will make it very difficult to tell whether the party members are all in range of the song, which could be deadly if you are depending on it for protection from fear or protection from level drain.

EDIT - wait a minute, I just noticed that the "resist fear" icon is lit up while I sing the song. If you have managed to use more specific icons than the music notes, that might be a good thing. Can you confirm your intention about how it is supposed to work as far as interface icons and feedback?

Also, do any of the benefits stack? For example, can you protect from fear and level drain at the same time? I would guess not, which would be good balancing.

Please don't let any remaining problems discourage you - you almost have it working, and I think this is a really good character class concept. It's very close to what I am in real life (a music teacher and sacred/classical musician), and I love to play my games with a character that's as close to the real life me as I can get it.

Edited by Zauberbratsche, 14 June 2011 - 01:02 PM.


#55 Adul

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Posted 14 June 2011 - 10:57 PM

Okay, I tried it on a test 1st level character in BGT.

It seems to work as advertised, but for one very annoying thing - clicking on the first level (bonus to saves) chant in the special ability button causes the character to cast Magic Missile on himself. It is very possible to commit Suicide By Magic Missile by clicking on the chant.

Ouch. That's what happens when I create a test version of a spell and then forget to replace it for the release. It's fixed now in v 1.4a. Thanks for letting me know about it!

Also, the little music note icon does not work with the chants. This will make it very difficult to tell whether the party members are all in range of the song, which could be deadly if you are depending on it for protection from fear or protection from level drain.

EDIT - wait a minute, I just noticed that the "resist fear" icon is lit up while I sing the song. If you have managed to use more specific icons than the music notes, that might be a good thing. Can you confirm your intention about how it is supposed to work as far as interface icons and feedback?

Yep, that's exactly the case. Chants all have unique status icons so the player can tell which one is being used just by looking at their portrait. Sanctum is Resist Fear, Contegitas is Resist Fire/Cold, Omnimens is Mind Shield, etc.

Also, do any of the benefits stack? For example, can you protect from fear and level drain at the same time? I would guess not, which would be good balancing.

No, chants do not stack. You can switch between them as many times as you want, but only one will be active at a time.

Please don't let any remaining problems discourage you - you almost have it working, and I think this is a really good character class concept. It's very close to what I am in real life (a music teacher and sacred/classical musician), and I love to play my games with a character that's as close to the real life me as I can get it.

Hey, thanks! To be honest it's pretty inspiring to receive feedback from a "real life chanter". :lol:

#56 Zauberbratsche

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Posted 26 June 2011 - 12:08 PM

Hi, I was just playing with my Skald character and got my whole party wiped out by a Symbol, Stun cast by a ridiculously high level cleric (courtesy of the Kelsey NPC mod).

My question is, if I had been using my Chanter, would Omnimens protect against Symbol, Stun? It says it protects from "charm, confusion, and hold". That would exclude stun, right? So I wouldn't have fared any better even with my Chanter, right?

#57 Adul

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Posted 27 June 2011 - 03:42 PM

Hi, I was just playing with my Skald character and got my whole party wiped out by a Symbol, Stun cast by a ridiculously high level cleric (courtesy of the Kelsey NPC mod).

My question is, if I had been using my Chanter, would Omnimens protect against Symbol, Stun? It says it protects from "charm, confusion, and hold". That would exclude stun, right? So I wouldn't have fared any better even with my Chanter, right?


Omnimens does protect against Symbol, Stun, I believe. It has the same effects as a party-wide Chaotic Commands spell. Sanctum is also pretty good against stun because of the +2 saving throw bonus, or +4 if you've got the Improved Chanting HLA.

I've almost played through all 3 games with a chanter and I usually use Omnimens against mage opponents which is quite helpful most of the time. The only situation where it fails is when a mage casts symbol spells during a Time Stop (which happens quite frequently). By the time Time Stop expires the bard song effect ends as well, leaving your whole party vulnerable for about a round. I usually spread my party for those kinds of encounters and prepare a few dispels.

#58 Deratiseur

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Posted 01 August 2019 - 11:19 AM

Now with a french translation and updated for the new Enhanced Editions. Take it, with many over old mods here.


All my mods are on Github