Sorry if this has been brought up before, but I noticed a couple of inconsistencies with these additions (or perhaps they're older issues that I just noticed). Invisibility Sphere should be a 3rd level bard spell, not a 3rd level cleric spell. Great Shout should be added as a 6th level bard spell, and the spell should deal 10d6 sonic damage (or 1d6 per level to a max of 20d6 to crystalline creatures like earth elementals) along with 1 round of stunning and 4d6 rounds of deafness (which I think isn't implemented well in TOEE). Create Undead and Create Greater Undead have no short descriptions to let the player know their exact effects. Otherwise, thanks for making higher-level clerics a little more versatile.
Also noticed... Discern Lies does not appear as the 4th level Knowledge domain spell. Mordenkainen's Faithful Hound does not appear as the 6th level Animal domain spell. Tenser's Transformation appears as a 7th level Strength domain spell in addition to Mass Bull's Strength.
Thanks for the feedback Carlos, I will get back to this mod when I am done with IWD (ie before the new year). I don't think so, I tried something like that for some spell or other - I think I may have even documented it somewhere - but it wasn't an option for memory.
Hi, My cleric has sun and good for his domains. I've had some problems with bolt of glory. Seems to work when it should be doing half damage, just fine, but when I use it against an evil outsider nothing happens. Last time I used it against the hezrou guarding the exit portal to the water node. My rolls history showed the touch attack hitting, and the spell resistance being overcome, but nothing else. I'm also running temple plus, if that makes a difference.
Ronald just hit level 13 in my game, and has 3 level seven domain spells, dictum, mass bull's strength, and tenser's transformation. He should really only have two. Something is up with tenser's transformation for the strength domain.
great shout does nothing. checks for resistance. no damage. no saving throws. no effect. Tested on a world map random encounter with sea hags, water snakes and those gargoyle type things that travel with sea hags. If it helps narrow down whatever is going on, I've had the same problem with eyebite. Edit: Posting it here cause you're including Rudy's mod, are around, and because of my similar problem with Bolt of Glory.
A request. Would you be willing to implement sunbeam, possibly using call lightning as a base (I know nothing of modding but they seem somewhat similar on paper). Would you be willing to make masterwork composite longbows and shortbows for higher strength values, available in verbobonc?
The bows are outside my domain Sunbeam? No. I'd love to do it, but I can't - it would have been one of the first I made if I could. The engine has it's limits. (Try Temple+). And thanks for the feedback, sounds like there were quite a few little niggly things in there.
How well does this combined Ted (for Daryk/Rudy/domains/etc.) mod work with T+? I haven't tested it yet with T+, but I haven't gotten it working with just ToEEFE-X and Co8 NC 8.1. (I'm amidst doing certain things after following Ted's instructions.) The farthest I got was installing the addon then enabling it. Amidst the enable, I got this error message from Microsoft.NET Framework: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.IO.IOException: Access to the path 'data' is denied. at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive) at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive) at TFE_X.TFEMain.DelDir(String name) at TFE_X.TFEMain.InstallModule(String modname, Boolean raw) at TFE_X.TFEMain.btnAddons_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.8762 (QFE.050727-8700) CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll ---------------------------------------- TFE-X Assembly Version: 1.0.4006.18388 Win32 Version: 1.0.4006.18388 CodeBase: file:///F:/ToEE/TFE-X.exe ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.8770 (QFE.050727-8700) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5495 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- ICSharpCode.SharpZipLib Assembly Version: 0.85.4.369 Win32 Version: 0.85.4.369 CodeBase: file:///F:/ToEE/ICSharpCode.SharpZipLib.DLL ---------------------------------------- Interop.IWshRuntimeLibrary Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///F:/ToEE/Interop.IWshRuntimeLibrary.DLL ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
@Endarire It is not natively compatible with KotB, it has files that are ToEE specific inside it that would make KotB very very broken - most notably, but not exclusively: proto.tab, description.mes and invensource.mes. Without a thorough file comparison it would be impossible to determine if removing these specific files would A) Not break KotB in some way, or B) Leave this mod in an operational state. The files included in this mod are present for a reason - they all change something. Applying these changes to a mod they aren't specifically intended for would have far reaching implications. I'm sure the mod COULD be adapted for KotB, it would be a lot of work, but since KotB doesn't have enough content within it to progress a party above 10th level, the majority of the changes within this mod would not be useful to the majority of players since it's primary function is to add higher level spells for characters above 10th level.