OFFICIAL: Character Builder Lite

Yhelm

Well-known member
Okay, I think I have all of these requests fixed. Thanks as always for calling these things out everyone!

For the Sacred Fist's ability to take an additional Deity path, beyond the auto-granted Path of Light; well that was a bit tricky. That's because the builder only sees Deity feats as purchasable in a "Deity Feat slot" (a special BONUS feat slot granted on certain levels for certain classes). Unfortunately for us, Sacred Fist's Deity feats can be taken with normal feat slots any time after level 1 in game, something that's never been possible before. So the builder just didn't know how else to handle this than to keep it working like a normal Paladin (meaning lvl 1 for the "Follower of" and 6 for the "Deity Ability", both unavailable since you already have Path of Light).

If you have followed along so far, congratulations. It's all a bit confusing.

My solution was to make special non-Deity Feat Slot versions of the Deity feats just for Sacred Fist. This lets you take them like normal feats in normal feat slots, just like they work in game. Those feats are as follows...

Feats.txt
  • Added Sacred Fist Follower of - Lvl 1 Sacred Fist
  • Added Sacred Fist Deity Ability - Lvl 6 Sacred Fist, requires "Sacred Fist Follower of"
  • Added Child of Faith - Lvl 3 Sacred Fist (this is the same as in game)
  • Added Beloved of the Divine - Lvl 12 Sacred Fist (this is the same as in game)
Please Note: The Deity Feat slot is somehow hardwired into the Builder's code for the class, and thus I cannot turn those Feat Slots off from just editing the .txt files. For now you will just have to ignore these and leave them blank. I turned off the Sacred Fist connection to the normal Deity feats, so they shouldn't have any options in there anyway. @ChicagoChris will have to remove them on the next code update.

Other changes:

Enhancements.txt
  • Sacred Fist - Exalted Smite corrected to have 3 Ranks
  • Sacred Fist - Made Light of Hope a requirement for Light of Glory
  • Sacred Fist - Fixed typo on Divine Striker
  • Harper Agent - Corrected 1st Core to be +1 hit vs evil
  • Fixed all Enhancement versions of Deflect Arrows to have correct Anti-requisites (including the Deflect Arrows feat).
Please let me know if something breaks for you in these. I tested them as much as I could, with all kinds of combos, and they worked on my end. That doesn't mean you all can't find something I missed, so hit me up with any more changes. Thanks!
 

peng

Well-known member
Thanks for the update!
Just noticed another: fast movement in SF t2 should be 2 ap not 3.
Also, deflect arrows in t4 should have 1 tier for 2 ap, not 3 tiers at 1 ap per.
And sacred strike V in t5 should be 2 ap.
 
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Yhelm

Well-known member
Thanks for the update!
Just noticed another: fast movement in SF t2 should be 2 ap not 3.
Also, deflect arrows in t4 should have 1 tier for 2 ap, not 3 tiers at 1 ap per.
And sacred strike V in t5 should be 2 ap.
Fixed, fixed and fixed. New file here.

Oof, sorry about all the mistakes on these Enhancements. I was really asleep at the wheel when I entered that one. Keep the changes coming!
 

ChicagoChris

Well-known member
Okay, I think I have all of these requests fixed. Thanks as always for calling these things out everyone!

For the Sacred Fist's ability to take an additional Deity path, beyond the auto-granted Path of Light; well that was a bit tricky. That's because the builder only sees Deity feats as purchasable in a "Deity Feat slot" (a special BONUS feat slot granted on certain levels for certain classes). Unfortunately for us, Sacred Fist's Deity feats can be taken with normal feat slots any time after level 1 in game, something that's never been possible before. So the builder just didn't know how else to handle this than to keep it working like a normal Paladin (meaning lvl 1 for the "Follower of" and 6 for the "Deity Ability", both unavailable since you already have Path of Light).

If you have followed along so far, congratulations. It's all a bit confusing.

My solution was to make special non-Deity Feat Slot versions of the Deity feats just for Sacred Fist. This lets you take them like normal feats in normal feat slots, just like they work in game. Those feats are as follows...

Feats.txt
  • Added Sacred Fist Follower of - Lvl 1 Sacred Fist
  • Added Sacred Fist Deity Ability - Lvl 6 Sacred Fist, requires "Sacred Fist Follower of"
  • Added Child of Faith - Lvl 3 Sacred Fist (this is the same as in game)
  • Added Beloved of the Divine - Lvl 12 Sacred Fist (this is the same as in game)
Please Note: The Deity Feat slot is somehow hardwired into the Builder's code for the class, and thus I cannot turn those Feat Slots off from just editing the .txt files. For now you will just have to ignore these and leave them blank. I turned off the Sacred Fist connection to the normal Deity feats, so they shouldn't have any options in there anyway. @ChicagoChris will have to remove them on the next code update.

Other changes:

Enhancements.txt
  • Sacred Fist - Exalted Smite corrected to have 3 Ranks
  • Sacred Fist - Made Light of Hope a requirement for Light of Glory
  • Sacred Fist - Fixed typo on Divine Striker
  • Harper Agent - Corrected 1st Core to be +1 hit vs evil
  • Fixed all Enhancement versions of Deflect Arrows to have correct Anti-requisites (including the Deflect Arrows feat).
Please let me know if something breaks for you in these. I tested them as much as I could, with all kinds of combos, and they worked on my end. That doesn't mean you all can't find something I missed, so hit me up with any more changes. Thanks!

Since you're doing this to the SacFist deity slots (which makes sense) should I just remove SacFist from the list of classes with Deity feats? I think that's the easiest way to move forward - your fix deals with the "any level" for SacFist feats, and removing SacFist from the Deity list gets rid of the deity slots.

I think I've also found the issue with FavSoul and diety feats not loading - I'm running through a couple of tests on that.
 

Yhelm

Well-known member
Since you're doing this to the SacFist deity slots (which makes sense) should I just remove SacFist from the list of classes with Deity feats? I think that's the easiest way to move forward - your fix deals with the "any level" for SacFist feats, and removing SacFist from the Deity list gets rid of the deity slots.

I think I've also found the issue with FavSoul and diety feats not loading - I'm running through a couple of tests on that.
Yeah, I think that makes the most sense. They don't really have Deity Feat slots like the other "religious" classes.

Also, I am working on getting all the new stuff written up today. I will have Eladrin, Wild Mage and the New Iconic ready by tomorrow (I hope), plus whatever new feats and spells exist. Before I send things I want to make one of each character to verify that what was in the notes is what is on live.
 

peng

Well-known member
Found a new one: If a build has at least 2 ranger or dark hunter levels, two weapon fighting and rapid shot are not selectable as feats at any level (even if the 2nd ranger/DH level is at 20). Same deal for diehard at 3, precise shot at 4, manyshot and ITWF at 6, and imp precise shot and GTWF at 11.

Workaround: take the desired feats without ranger/DH levels, then swap ranger/DH in.

Might be the same for other class auto-granted feats, don't have the time to check them all right now.
 

twilight

Member
Has anyone run DDO Lite Tools under Crossover (or Whisky) on a Mac? Maetrim's just works (open in Crossover and it runs). All three DDO Lite Tools ask for permissions on the Documents dir (where I have them in a subdir) but then fail to do anything else.

Any suggestions?
 

Yhelm

Well-known member
Has anyone run DDO Lite Tools under Crossover (or Whisky) on a Mac? Maetrim's just works (open in Crossover and it runs). All three DDO Lite Tools ask for permissions on the Documents dir (where I have them in a subdir) but then fail to do anything else.

Any suggestions?

My Mac is where I do all the edits and test it, and I run DDOLiteTools via Crossover there. When I get the Documents question I hit okay and the app opens, so obviously something must be setup differently on my install.

I have the app in the following location... /Users/[name]/Documents/DDOLiteTools (no version number on the folder). I cheat a little so I do not have to reinstall into the bottle every time, and just replace the entire contents of this folder (minus my saved builds) with the new entire contents of whatever is the new release. That way Crossover just sees the same name on the same app and opens it as if there was no change. Make sure you make a backup of this folder first incase you mess up and save over your builds.

Maybe there is a permissions issue somewhere in your bottle install? You could try installing a fresh bottle and then point it to your app location. I use a Win 7 32-bit bottle with all the Visual Basic 6 Runtime Service packs available in Crossover. I do not think I installed much more than that (well, and the standard windows font sets).
 

ChicagoChris

Well-known member
Found a new one: If a build has at least 2 ranger or dark hunter levels, two weapon fighting and rapid shot are not selectable as feats at any level (even if the 2nd ranger/DH level is at 20). Same deal for diehard at 3, precise shot at 4, manyshot and ITWF at 6, and imp precise shot and GTWF at 11.

Workaround: take the desired feats without ranger/DH levels, then swap ranger/DH in.

Might be the same for other class auto-granted feats, don't have the time to check them all right now.

This is probably working as intended.

Ranger gets 2HF as a class feat at L2 - this is shown on the Granted tab on the feats window. You can also show this on the main screen by checking the All Feats checkbox on the Tools -> Options menu in the output group. (note this may not force a refresh, you may have to open and close the feats window.
 

Dielzen

Well-known member
Is this even still updated? I posted an issue on the GitHub over a month ago, and as of a couple days ago it hadn't gotten a comment. Improved Crit isn't listed as a DL feat option for their bonus feats.
 

ChicagoChris

Well-known member
Is this even still updated? I posted an issue on the GitHub over a month ago, and as of a couple days ago it hadn't gotten a comment. Improved Crit isn't listed as a DL feat option for their bonus feats.
I don't often read the github issues - and for some reason notifications don't come through on issues... This is the best place to log issues. I'll take a look at your DL/Improved Crit issue.
 

twilight

Member
My Mac is where I do all the edits and test it, and I run DDOLiteTools via Crossover there. When I get the Documents question I hit okay and the app opens, so obviously something must be setup differently on my install.

I have the app in the following location... /Users/[name]/Documents/DDOLiteTools (no version number on the folder). I cheat a little so I do not have to reinstall into the bottle every time, and just replace the entire contents of this folder (minus my saved builds) with the new entire contents of whatever is the new release. That way Crossover just sees the same name on the same app and opens it as if there was no change. Make sure you make a backup of this folder first incase you mess up and save over your builds.

Maybe there is a permissions issue somewhere in your bottle install? You could try installing a fresh bottle and then point it to your app location. I use a Win 7 32-bit bottle with all the Visual Basic 6 Runtime Service packs available in Crossover. I do not think I installed much more than that (well, and the standard windows font sets).
[edited] I figured it out. When I tried running via launcher, it gave no error but when I happened to try running the exe directly it gave error 53 which I found was a missing dll (either specifically MSVBVM6 or coincidentally the post I found was missing the same dll I was). Thanks.
 
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ChicagoChris

Well-known member
4.7.0 - Updates for U68 Updates for Eladrin, Chaosmacer, and Wild Mage

None of this would be possible without the huge support of Yhelm

Changes:
  • Added Eladrin Race
  • Added Eladrin Chaosmacer Iconic
  • Added Wild Mage Archtype
  • Racial tomes can now go to +3
  • Updates to Epic Destinies (thanks as always to Yhelm!)
Fixes:
  • Deity feats for FSV should now work over class level 6
  • Fixed Improve Critical feat
Release info: ddo-lite-tools/releases
Download: 2024-06-20_DDOLiteTools.zip
 
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Psiandron

Member
Just popping in to drop a thank you for keeping this app up to date.
I know it's quite a lot of work gathering all the information and then adding/changing to the existing code andf I do appreciate it

Cheers
 

ChicagoChris

Well-known member
4.7.1 - Fixed for U68 Updates

None of this would be possible without the huge support of Yhelm
Fixes:
  • Added missing Wild Mage spells
  • Fixed Explosive Situation quest
  • Fixed Primal's Intensify Spell in Enhanced Metamagics II
  • Fixed Eladrin/Eladrin Chaosmancer deity feats
  • Fixed issue with MachroTechnic Destiny being spelled 'MacroTechnic' in 4.4 releases
  • Fixed issue with skill table not displaying fully on zoomed displays
Release info: ddo-lite-tools/releases
Download: 2024-06-26_DDOLiteTools.zip
 
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