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Chanter [Priestly Bard Kit] v1.4a


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#1 Adul

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Posted 18 April 2009 - 04:31 PM

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File Name: Chanter [Priestly Bard Kit] v1.4a
File Submitter: Adul
File Submitted: 19 Apr 2009
File Updated: 15 Jun 2011
File Category: Miscellaneous Released Mods

Newest version 1.4a: a tiny bugfix.

This is a kit I've decided to make because I thought it would fit well into the start of the game (talking about BG1). Candlekeep is famous of its monastery and you can see a couple of chanters there. I figured it would make a fun kit, a type of bard who is more priestly than wizardly.

Chanters are monk-priests who specialize in the keeping and telling of ancient lore. Imbued by divine power and primordial secrets, their chants bear powerful magical properties that can aid allies or smite enemies.

Advantages:
- Has access to a selection of priest spells.
- Can cast spells in armor.
- Immune to effects that cause casting failure.
- Has access to a number of chants. A chant works like a bard song and affects all nearby allies.
Level 1: Sanctum (+2 to all saves, protection from fear)
Level 6: Contegitas (+33% fire, cold, lightning, and acid resistance)
Level 9: Omnimens (immunity to charm, confusion, and hold effects)
Level 14: Salve (heal 1 HP each round, immunity to level drain)
Level 17: Veritas (removes all nearby illusions and grants true seeing)

Disadvantages:
- Cannot learn or cast wizard spells.
- Cannot pick pockets.
- No proficiency in two-weapon fighting.


OPTIONAL COMPONENT: [Chanter gains cleric stronghold instead of bard one]

This requires the main component to be installed, and it allows a chanter protagonist to claim the temple stronghold. As with clerics, the character's alignment determines which temple approaches them.

Without this component the chanter gains the playhouse like all bards do.

This component patches some dialog files and replaces several scripts. For reference, see the full list of modified files below:

BHARVAL.DLG; BHNALLA.DLG; BHOISIG.DLG; BORINALL.DLG; BOUNHA.DLG; BRUS2.DLG; GAELAN.DLG; HAERDA.DLG; RAELIS.DLG; SCSAIN.DLG; TRAVIN.DLG; AR0900.BCS; AR0901.BCS; AR0902.BCS; AR0904.BCS; AR2905.BCS; ARVAL.BCS; NALLABIR.BCS; OISIG.BCS

To ensure compatibility, you should install this component AFTER the BG2 Fixpack. (If you install both mods, that is.)



Version History:

v 1.0: Initial release

v 1.1: Fixed an error that prevented the chanter from gaining access to the Sanitas chant at level 14

v 1.2: Solved an issue that caused character creation to become stuck at the spell selection screen unless starting a chanter at level 1

v 1.3: Fixed a bug that prevented a new chanter character from being set up properly at the start of the game

v 1.3a: Fixed a critical error introduced in version 1.3

v 1.4: Added a new component that allows chanters to claim the cleric stronghold instead of the bard one

Added new functionality to restore deleted spells to the chanter's spellbook at level up and when switching between chants ('Quest' level spells cannot be restored this way)

Fixed an error that caused some of the chanter's abilities to expire under certain conditions

The chanter's Alchemy, Scribe Scrolls, and Magic Flute high level abilities have been altered to produce items more relevant to the chanter's role

Increased the extent of the elemental resistances bestowed by the Contegitas chant from 20% to 33%

Reduced the total number of spells a level 40 chanter can memorize by one spell for each spell level

Renamed the following chanter abilities:
Consilium -> Omnimens
Magic Flute -> Mystic Flute
Purgatorium -> Expulses
Sanitas -> Salve

Changed the in-game descriptions for several chanter abilities

v 1.4a: Fixed a bug that caused first level chanter characters to cast Magic Missile on themselves after character creation and when switching between chants (don't ask)

"A selection of priest spells" means all cleric spells from level 1 to level 6. He cannot cast level 7 spells.

Chants work like bard song, except that you can switch between them any time you wish. This makes the chanter a very useful utility character at higher levels, with chants to help in every situation.

He also has several new HLAs (high level abilities) including two "quest" level spells, a powerful offensive chant, an ability that replaces low level chants with more powerful versions, bonus spell slots, and a unique monk-themed talent. I've removed the thief-like abilities, as they really didn't fit this kit. Alchemy, Scribe Scrolls, and Magic Flute have been altered (only for the chanter, does not affect other characters) to better fit this kit.

All of the chanter's new abilities and spells have got new icons.


Please note that this mod technically adds 2 kits to the game, although you will only ever see one of these during character creation.

Click here to download this file

#2 Icendoan

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Posted 18 April 2009 - 10:35 PM

Wow, this looks very interesting! I am all in favour of new gameplay.

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#3 Adul

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Posted 18 April 2009 - 10:55 PM

Wow, this looks very interesting! I am all in favour of new gameplay.

Thanks! That's exactly what I was trying to achieve.


I forgot to mention this here (though it's in the readme), there is a slight issue with the mod. As you gain levels, you get priest spells being added to your spellbook the same way a cleric does. However, the chanter is still a bard and has a wizard's spellbook, and this means you are able to delete those spells. If you do so, there is no convenient way to bring them back.

If you accidentally delete a spell and do not want to load a previous save, you can still add it back using Shadowkeeper or through the console.

#4 PDF

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Posted 02 May 2009 - 09:29 AM

Original, nice and well-thought. But I'd rather see this as a *priest* kit, given that in the end the guy is a cleric with chants, much more than a bard with priest spells...
As a bard kit, does the kit have the usual Bard spell progression? How do WIS bonuses work then?

#5 Icendoan

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Posted 02 May 2009 - 12:26 PM

I think it can only be a Bard kit, because it revolves around chants and the bard song, which nothing else can have. How could you simulate a bard song with a spell? I can't think of anything off the top of my head.

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#6 Jarno Mikkola

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Posted 02 May 2009 - 01:19 PM

I think it can only be a Bard kit, because it revolves around chants and the bard song, which nothing else can have. How could you simulate a bard song with a spell? I can't think of anything off the top of my head.

You 'take' the Turn Undead cleric ability and make it the chanters chant ability...this is just an idea, but is it possible? No with my moding skill, but perhaps with someone else's, perhaps Aduls, perhaps no ones.

Edited by Jarno Mikkola, 02 May 2009 - 01:21 PM.

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#7 Icendoan

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Posted 02 May 2009 - 01:28 PM

I don't think it is, because there is nothing which can change it, while the Bard can change their bardsong.

EDIT: There isn't an opcode which can do it (I checked the IESDP).

Icen

Edited by Icendoan, 02 May 2009 - 01:29 PM.

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#8 Adul

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Posted 02 May 2009 - 02:20 PM

Thanks for the compliment, PDF. As Icendoan said the chanter revolves around the use of chants, and the only easy way to do those was to use the bard's bard song ability. I couldn't have done it without making it a bard kit.

The chanter has significantly more spells per day than a bard but still less than a cleric, as he needs to sacrifice clerical devotion to perfect his chanting 'skill'. He cannot cast level 7 spells, but will be able to choose from two 'quest level' spells when he acquires his first high level abilities. These are chanter-specific level 6 spells that are somewhat more powerful than other level 6 cleric spells, although still less so than level 7 spells or the clerics' quest level spells.

He will not get any bonus spells from wisdom. I suppose that could be an intended disadvantage, but the truth is that I couldn't figure out a safe way to do that. Maybe later I'll try to write a script to do it.

Edited by Adul, 02 May 2009 - 02:27 PM.


#9 Jarno Mikkola

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Posted 03 May 2009 - 03:13 AM

The chanter has significantly more spells per day than a bard but still less than a cleric, as he needs to sacrifice clerical devotion to perfect his chanting 'skill'. He cannot cast level 7 spells, but will be able to choose from two 'quest level' spells when he acquires his first high level abilities. These are chanter-specific level 6 spells that are somewhat more powerful than other level 6 cleric spells, although still less so than level 7 spells or the clerics' quest level spells.

Hmm... or not, if we choose to use this perhaps(Un-Nerfed Table). When making a Kit, remember to always make it fully compatible with all the other rule tweaks. So you may wish to assign few 7th and 8th level spells just in case, and not count on people going just with the 40th level chars...

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#10 Leila

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Posted 03 May 2009 - 10:50 AM

What do you do about choosing your spells with a new game in BG2? I couldn't pick any, obviously enough, and I couldn't move on without picking any, and telling the game to Pick For Me made it freeze up. Am I missing something?

#11 Adul

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Posted 03 May 2009 - 11:48 AM

Hmm... or not, if we choose to use this perhaps(Un-Nerfed Table). When making a Kit, remember to always make it fully compatible with all the other rule tweaks. So you may wish to assign few 7th and 8th level spells just in case, and not count on people going just with the 40th level chars...


Honestly, I am rather new to BG modding and I do not know about most mods and tweaks released for these games. (Even though I've been a BG fan for over a decade now.) So far I've been involved with the modding of games that had a much bigger modding community, and with those games, usually no-one had the aspiration to made their mods compatible with other mods and tweaks, because it was a futile attempt anyway. So I'm sorry if this mod is not compatible with any others, but at this point I haven't yet had the fortune to play them.

What do you do about choosing your spells with a new game in BG2? I couldn't pick any, obviously enough, and I couldn't move on without picking any, and telling the game to Pick For Me made it freeze up. Am I missing something?


Ouch. I am guilty there. I've only playtested the mod using BGT, creating level 1 test characters. I can't think of any easy solution off the top of my head to solve this problem, other than starting a level 1 character yourself then use the console to set your XP to the appropriate value. I'll try to think up a better solution but I can't promise anything.

#12 Icendoan

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Posted 03 May 2009 - 05:15 PM

You can't actually create a level 1 character in BGII without BGT.

I say, let them pick what they want, but EXTEND_TOP to Irenicus' Dungeon and Forest Grove with a script to remove all spells. In both locations, you don't have any spells memorized, so you only have to RemoveSpell() it. I'm sure you could find a way of going through Spell.ids and appending your script with every spell in the game. I just can't think how. (Doesn't surprise me, I'm awake only because of coffee I drank nearly an hour ago).

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#13 Adul

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Posted 04 May 2009 - 08:30 AM

Problem is, the reason they can't pick any spells at character creation is the same reason they can't learn scrolls. That is, the chanter has each and every specialist mage's equipment restriction flag. (Tricky, isn't it?) So if I remove those, not only will they be able to pick any spell at character creation, but also get to learn and cast any mage scroll they find.

#14 Icendoan

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Posted 04 May 2009 - 10:14 AM

Argh. This is problematic.

Ok.

How about this: (sneaksie option)

You create a kit which does nothing. Called the Chanter, of course, to allow you to make a character, then, through scripting, you switch to your REAL kit, while removing all the spells and the usability in the process. ;)

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#15 Adul

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Posted 05 May 2009 - 07:22 AM

Sounds good. Is it possible to switch someone's kit though? I wouldn't know because I've only dabbled with simple scripts before and have never come across that possibility.

#16 Icendoan

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Posted 05 May 2009 - 11:05 AM

AddKit(Kit), where Kit is an integer specifying which kit from kit.ids. (#274)

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#17 Adul

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Posted 06 May 2009 - 08:15 AM

Thanks, I'll look into it.

#18 smoky tune

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Posted 05 February 2010 - 04:12 PM

Well that's a very original kit, overall balanced unlike most of those I've seen.
Nevertheless I have two notes:

- Immune to effects that cause casting failure.

Does this mean that his casting can't be interrupted or is it an immunity to spells like Miscast Magic, Deafness or Insect Plague (what about silence effects?) and effects from weapons (i've encountered one axe in my modded game, though I also recall something similiar in vanilla game).

Level 14: Sanitas (regenerate 1 hit point per round, immunity to level drain)

That will allow to heal all party when travelling long from one location to another, just as it is with Ring of Regeneration or Ring of Gaxx.

#19 berelinde

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Posted 06 February 2010 - 09:10 AM

Sorry smoky tune, I have to disagree with you about this kit's balance. You're giving the bard most of the powers of being a cleric (access to all clerical spells levels 1-6), none of the disadvantages (highly limited weapon selection), you're throwing in a few goodies besides (regeneration, FTW, though all of the chants are better than a regular bard gets at the same level), and on top of that, he gets thieving abilities. OK, so he can't pick pockets. He's still detecting and disarming traps, using stealth and opening locks. And picking pockets is probably the least useful of the thief skills, IMO. Even a fighter/cleric can't use a bow, but there's nothing to stop a bard from using one.

Don't get me wrong. I have absolutely no objection to over-powered kits, as long as they aren't billed otherwise.

If you are interested in presenting a more balanced kit, however, you might want to look at Song and Silence for ideas. I'd suggest reducing all theiving abilities by half, reducing lore by half, and retaining a cleric's weapon limitations. You'd still have really cool kit, and one I'd *definitely* want to play.

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#20 Jarno Mikkola

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Posted 06 February 2010 - 10:41 AM

Sorry smoky tune, I have to disagree with you about this kit's balance. You're giving the bard most of the powers of being a cleric (access to all clerical spells levels 1-6), none of the disadvantages (highly limited weapon selection), you're throwing in a few goodies besides (regeneration, FTW, though all of the chants are better than a regular bard gets at the same level), and on top of that, he gets thieving abilities. OK, so he can't pick pockets. He's still detecting and disarming traps, using stealth and opening locks.

What thieving abilities? :blink:
Stealth a regular bards get Invisibility, but Chanter doesn't(he can't cast mage spells), disarm traps he probably can with a spell like a cleric would, open locks, a bard could with a mage spell, but not this Chanter, nor can he switch into being a Thief, so erhm, where would these mysterious thieving abilities you berelinde talk about come from? Or did you mix this Kit with the Switch Bard/Thief Kit?
Yes, it's a Bard Kit, not a thief one.

Edited by Jarno Mikkola, 06 February 2010 - 10:43 AM.

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