dual class to mage specialist
#1
Posted 03 December 2008 - 07:31 AM
my question now is if that is the only possibility...if its possible at all.
#2
Posted 03 December 2008 - 09:24 AM
No idea about the wild magic. That might work just by giving them the kit, or it may require something else... just try adding the kit and see what happens.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#3
Posted 03 December 2008 - 10:13 AM
and yeah...i m gonna try it out as soon as i m done with my re-install
btw, i would have to wait with shadowkeeping the kit to wild mage untill after the original class is reactivated, right?
Edited by Discordia, 03 December 2008 - 10:14 AM.
#4
Posted 03 December 2008 - 10:29 AM
Yup. Or you can rename it anything you like (although I think the name needs to be no longer than eight characters plus the ".itm" bit).i guess the item name is "spells"?
I don't think so, but you should make sure not to overwrite your saves just in case something goes wrong.btw, i would have to wait with shadowkeeping the kit to wild mage untill after the original class is reactivated, right?
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#5
Posted 03 December 2008 - 12:39 PM
affects seem only to take effect for different stats boni (like ac, dmg, thac0 and so on)
i guess i must resort to alter some of the kits so that they may only dual class to specialist-mage or something...
would you happen to know how to do that?
Edited by Discordia, 03 December 2008 - 12:41 PM.
#6
Posted 03 December 2008 - 01:05 PM
Icen
#7
Posted 03 December 2008 - 01:47 PM
In that case, you must not be doing it right.well, i ve tried changing the kit one time before reactivating the old class and one time after. both times with the same effect, he becomes a regular fighter/mage
As you can see, setting my kit to necromancer stops me from learning illusions (in this case, Invisibility) and properly shows up on the character sheet. Changing it to wild mage also shows up on the sheet and causes spellcasting power to vary randomly. I didn't see any wild surges, but I only had so many spells left to cast for the day.
Properly setting your kit and applying the "+1 spell/level" effect will give you the proper abilities for a specialist mage. The only thing I'm not sure of is the wild surge, but if the random spell level modifier works, there's a pretty good chance that it's included as well.
If you still can't get it to work, post an exact description of what you're doing.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#8
Posted 03 December 2008 - 03:22 PM
#9
Posted 03 December 2008 - 03:41 PM
This works perfectly for me.
If SK won't cooperate, you could always try Near Infinity, but it really shouldn't be necessary.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#10
Posted 03 December 2008 - 11:47 PM
but when i tried today it showed the original kit, either way, upon loading the edited save he became a kitless fighter/mage again.
what i exactly did:
created a kensai in candlekeep, level 1, gave me 10k experience, levelled up to 4, dualed to mage. saved the game, editted the savegame via characteristics and the set value function in the kit description to wild mage. saved the changes...loaded the editted savegame and both kits were gone. no varying spell levels, no change in character sheet, except that he became a regular fighter. added 20k experience to check if kensai were unlocked with the rest of the fighter skills...they didnt.
at first it though it fucked up because one of the spells i chose was the reckless dweomer...which strangely enough is available for anyone, and upon chosing the wild mage kit, my vanilla mage has all the wild mage spells (chaos shields and dweomer)...just none of the effects (varying spell levels or character sheet description)...
but that wasnt it.
#11
Posted 04 December 2008 - 03:19 AM
Attempted this on my Tutu install. Created kensai, added 10k XP, dual to mage, change kit, level up second class. Kensai abilities are indeed lost when fighter abilities are regained.
Second attempt. Did same thing except waited until after regaining fighter abilities to switch kit. Kensai abilities retained (bonus to hit, kai). Automatically gained the wild magic spells, wildmage abilities seem to work as intended.
So it appears you do in fact have to wait until you regain your fighter abilities before changing your kit. But having the kit randomly disappear is really fucking weird, especially considering I've tried this several times on multiple installs without ever seeing that problem. Are you sure you're not hitting some random button after changing it? Is your version of Shadow Keeper even more ancient than mine (2.1.4)? I have absolutely no idea what causes that.
Maybe you could upload your save, perhaps someone will be able to make sense of it.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#12
Posted 04 December 2008 - 06:16 AM
(at least thats the latest version change mentioned in the readme, which turned out to be the same as for version 2.1.4 which i just downloaded)
though it could be my installation since i have various kits installed which might somehow mess with sk's ability to alter them
Edited by Discordia, 04 December 2008 - 06:21 AM.
#13
Posted 04 December 2008 - 07:48 AM
I don't think mod kits would be a problem. Note that my character is a sharpshooter->mage, which is a mod kit (from "Song and Silence"), and I'm still able to give him a new kit without trouble. I have several others installed as well.
Edited by vilkacis, 04 December 2008 - 07:53 AM.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#14
Posted 04 December 2008 - 08:44 AM
and it still doesnt work with the 2.1.4 version, although i m pretty sure that this is the same version i originally had...
just that they didnt update the readme...
which in retrospect was stupid of me to check it there since its written over the program anyway...
either way...this time i loaded the edited savegame, to find it again be turned into a regular fighter/mage, then i made a new save, opened that one in sk and it turned out that it was indeed kitless. i then proceeded to change the kit to wild mage, loaded that edited savegame, but its still kitless...
#15
Posted 04 December 2008 - 09:02 AM
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#16
Posted 04 December 2008 - 09:31 AM
it is installed...but appearantly not properly...i wonder what went wrong...could this kinda problem be caused by leaving the cd in the drive while installing bgt?
jeez...now i have to go through the whole thing again...
#17
Posted 04 December 2008 - 02:03 PM
...but, well, at least that explains the dualclassing problem... sigh. Now if only I had thought of this earlier...
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#18
Posted 04 December 2008 - 04:20 PM
and now its topped off by assertion failures...
tomorrow, if i find the patience...
alright, its done
hopefully it works today
(it just has to, or i m gonna forget myself)
Edited by Discordia, 05 December 2008 - 08:44 AM.