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Yet another sorcerer kit: “true” fighter/sorcerer multiclass


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#1 Dunderdon

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Posted 13 August 2013 - 02:34 AM

I have been haunted by this mod idea for quite some time and I wont’t come to rest until I finally get it done.

 

So here is what I plan: A true fighter/sorcerer multiclass kit.

 

The downside is that it is impossible to do, since sorcerers are hardcoded. There have been quite a few work-around mods, such as the spellsword or the bladesinger. They are, however, not close to true fighter/sorcerer multiclasses, and I plan to create a mod that is as close to it as possible.

 

These are the main challenges:

• It will have to be a sorcerer kit, that is, a kit added to the sorcerer class via NI or ingame script.

• It will have a 50% XP penalty to correctly simulate the fact that only half of the accumulated XP are available for the sorcerer class.

• Fighter levelup will be modeled via ingame script. That is, a script will fire for the first time at 4000 XP (i.e., when a true fighter/sorcerer would reach level 2 in the fighter class) that will grant the player the difference in XP, hitpoints and saving throws between his game-modeled sorcerer class and the true fighter/sorcerer multiclass. The character will reach level 2 as sorcerer at 5000 XP. To model the level progression correctly, the script would have to fire every time the fighter class OR the sorcerer class levels up in order to recalculate the difference in these values and apply them to the character.

• Usability: The fighter/sorcerer should be able to use all items that a true fighter/sorcerer could use. The item restriction of all other mages and sorcerers should be left in tact.

• Weapon proficiences: The fighter/sorcerer should be able to set all weapon proficiences correctly. As a consequence, profeciences will probably have to be selected in a dialog initiated by the level-up script, as sorcerers can only assign points in a limited set of profs (however I would not mind if that was changed for all sorcerers).

 

Questions:

• Is the fighter levelup through ingame script a viable option?

• The Geomantic Sorcerer is available to choose from as a kit. How is this done?

• How can I mod item restrictions? Worst case seems to me I have to give this kit an “use all items” permanent effect and implement restrictions in house rules.

• What do you think of this idea? Do you have any other suggestions?



#2 The Imp

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Posted 13 August 2013 - 04:13 AM

Questions:
• Is the fighter levelup through ingame script a viable option?
• The Geomantic Sorcerer is available to choose from as a kit. How is this done?
• How can I mod item restrictions? Worst case seems to me I have to give this kit an “use all items” permanent effect and implement restrictions in house rules.
• What do you think of this idea? Do you have any other suggestions?

1. In principle it should be duable, in practice no one has tried to do it yet, so...
2. It's done with using a kit base... say you make a custom fighter kit specially made to do one thing and one thing only, add an spell effect that eventually ends up changing the characers class to be a Sorcerer and anything else that the base Sorcerer doesn't have as a base class ability, say like the XP penalty etc... and then gaining of the second custom kit as a Sorcerer.
3. Using the use all items would indeed be your best option what comes to the items.
4. Well, you can live without the weapon proficiencies if you add an effect that raises the characters proficiency levels.... and here comes also a problem you probably missed, as the Sorcerer has no Warrior class on it, the proficiency only counts to the to hit and damage bonuses, while leaving the Attacks per round alone that normal warriors get from their proficiencies and class goodies, it can be bypassed too, but it needs to be class based at least in BG2, not proficiency based, in which case the effect raising the weapon proffs comes well in handy as you can slipt the +apr as a side effects.
5. My advice would be to set the script to run each time the character gains the sorcerer class, as it's easier to script and it doesn't actually depend on the XP-table in use.

Yeah, I have mad a custom Mage kit(which was based on a cleric build, Divine Wizard) in BG2 that was nothing like proposed here... but I am at a hollyday's in USA right now, and I need to go back home to Finland to get my stuff to be able to make the needed adjustments to the files to make this... and that will take about 2 months.

There's also files for a Sorcerer kit called Dragonclaw in the kit pack... but I don't remember if I did any of the real work on it... if you wish to use my(yes, the Jarno Mikkola is my previous profile) files, go a head they are free to use and abuse.


Edited by The Imp, 13 August 2013 - 04:37 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#3 Dunderdon

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Posted 13 August 2013 - 04:36 AM

Thank you for your suggestions!

 

I think I have an idea how to script the XP-based level-ups :−)

 

Regarding point 4. If I understand correctly, my sorcerer kit will not receive attacks per round bonuses from weapon proficiencies (i.e. +1/2 attack/round with at least 2 stars, +3/2 attack/round with 5 stars). How would I best implement the bypass you mentioned? Would that make sure that the extra attack would only be granted if a weapon of that kind is equipped?



#4 The Imp

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Posted 13 August 2013 - 04:57 AM

Regarding point 4. If I understand correctly, my sorcerer kit will not receive attacks per round bonuses from weapon proficiencies (i.e. +1/2 attack/round with at least 2 stars, +3/2 attack/round with 5 stars). How would I best implement the bypass you mentioned? Would that make sure that the extra attack would only be granted if a weapon of that kind is equipped?

Yeah, you understand it correctly.

Well, the bypass is to actually grant all the proficiencies the class would normally use... and thus give the +1/2 attack/round's when the character reaches the level that grants them the proficiency update.

Say the character gets one at fighter level 7, 13 and the weapon proffs somewhere there in the middle... or you can go with levels 1, 7, 13 and... 19... or just 1, 5, 10, 15.

One would need to actually play the game with the XP penalty to make the proper decisions on regarding this.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 -Guest-

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Posted 13 August 2013 - 06:18 AM

Ok in this case my Kit will start with +1/2 attack for all values and will never reach the +3/2 attacks, I could for example set max prof. to 2.

Will bonus to thac0 and damage for the second start still apply?



#6 -The Imp-

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Posted 13 August 2013 - 07:25 AM

Ok in this case my Kit will start with +1/2 attack for all values and will never reach the +3/2 attacks, I could for example set max prof. to 2.
Will bonus to thac0 and damage for the second start still apply?

Yes, the prof points give the thac0 and damage bonuses... I would suggest that you actually go with the +3/2... at first level the +1/2, +1 at the level 7 fighter level and +3/2's at level 13 fighter level...
The problem with the non Warrior classes is that the game needs an BGMain.exe edit to account any additional classes to gain bonuses from levels or proficiencies. There's actually already 2 mods that allow to do this, the ToBEx is the by far more used. To acount that fact, you can actually make a small component or a side function that checks if the ToBEx is installed and give the ability table that has no attack per round bonuses, I(the above poster) can help with this too, just shoot me a PM if you wish to discuss about the .tp2 code.



#7 Dunderdon

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Posted 16 August 2013 - 06:46 AM

I sent you a PM :)