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Changing possible multiclass combinations?


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#1 nam3l3ss

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Posted 08 October 2008 - 01:09 PM

Hy!

I'm would like to now if the multiclass options are overriden by some mod out there, or if there is a project adressing this limitation.

As I recall, they are hard coded, but that does not remove the possibility entirely.
(I'am aware of the GemRB project, and I'm intrested in options for the original infinity engine/BG2, particulary for mega mod installations.)

I'we wanted to play a multiclassed wild mage/figher since the first ToB trailer surfaced. :rolleyes:
Just imagine:
*casts Nahal's Reckless Dweomer*
*tries to form fireball on an enemy*
*target becomes discolored*
*Caster: Oh well, I might just as well cut him down.*
*casts improved invisibility and improved haste*
*charges into battle*
:devil:
(I know dual classing, i tried it but it is just not the same.)
It would be overpowered, that is for sure, but that issue can be dealt with, using the tactics mods, or the xp nerfer.

Anyone with some suggestrions/answers?
About two times every year, I get this urge to make *the* perfect install (for me at least) of BGT: I haven't succeeded so far, always ran out of time at the point where it was almost complete.

No success so far, but I'll never give up. :)

#2 Icendoan

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Posted 08 October 2008 - 01:33 PM

Shadowkeeper is your friend

Icen

Edited by Icendoan, 08 October 2008 - 01:33 PM.

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#3 nam3l3ss

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Posted 08 October 2008 - 01:55 PM

Thank you for your answer!
I completly forgot that Shadowkeeper could be used to make otherwise impossible multiclass combinations, it has been a loooong time since I last did anything remotely BG series related. :)
Just for the sake of completeness, and out of pure curiousity, is there any other method than save game editing?
About two times every year, I get this urge to make *the* perfect install (for me at least) of BGT: I haven't succeeded so far, always ran out of time at the point where it was almost complete.

No success so far, but I'll never give up. :)

#4 Icendoan

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Posted 08 October 2008 - 11:14 PM

Not that I know, of to get a kit. Though, if you like a script could be written to give you a kit based on a global variable.

Icen
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#5 Jarno Mikkola

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Posted 09 October 2008 - 03:22 AM

There is, the Level 1 NPCs, it has a Deprecated PC kit changer, the only reason it's deprecated is that you can't really uninstall it as it throws the WeiDU off, really badly on loops, but that is to be expected for a component such as this.
All you need to do is to edit the setup-level1npcs.tp2 file with a text editor(wordpad) and remove the "DEPRECATED ~It's broke.~" -line, before you install it, and then also you do need to have a pre-made exported multi-mage/figher character.

By the way if you want the mage not to be actual wildmage/fighter but a mage/fighter that can cast the Nahal's Reckless Dweomer, just add the spell to him with the Shadowkeeper, and you are done.

Edited by Jarno Mikkola, 09 October 2008 - 03:26 AM.

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#6 khay

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Posted 09 October 2008 - 05:11 AM

I`m guessing it`s not really possible to create wackier stuff like, say, Swashbucler/Priest of Lathander, right? Basically combining two kits is what I`m saying.

#7 Jarno Mikkola

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Posted 09 October 2008 - 06:42 AM

I`m guessing it`s not really possible to create wackier stuff like, say, Swashbuckler/Priest of Lathander, right? Basically combining two kits is what I`m saying.

The short answer is no.
The long... You can, if you know what you are doing as the game only allows you to have 1 active kit at times. And as the only difference between the cleric and the Priest of Lathander is the special abilities(spells) and the alignment, you can make a neutral/chaotic-good Swashbuckler/Cleric with L1NPCs and add the special innate spells when you level up or just add them in a punch and refuse to use them before you should.

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#8 Icendoan

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Posted 09 October 2008 - 07:06 AM

OR....! You could make a custom kit called a swashbuckler/priest of lathander and combine the restrictions and abilities, and make sure they level up with double the normal xp.

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#9 nam3l3ss

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Posted 09 October 2008 - 07:18 AM

The script way could be intresting. Would that imply an in-game kit changing dialog possibility?

The Level 1 NPC's deprecated component is an intresting and great idea, as an exported PC is somewhat more portable and acceptable than a saved game.

Adding the extra spell with Shadowkeeper is still save game editing, and one spell would not be sufficent, as the two chaos shields must be added to, along with the extra spell slots for each level. Even if these are added, I don't know if the random wild surge chance / spell, along with the 'slight' +-5 level variance / spell can be added at all.
That method might be more suitable to make a wild mage / fighter class compressed into a single kit, but I guess it would not feel the same.

As with more kits in a multiclass, that would be very intresting. I remember it has been discussed somewhere, but I cannot recall neither the place or the results,
By the time I typed this, Jarno Mikkola made clear that this is not possible, so it's a wrap.

To make the thread a bit more unspecific, I would like to know, if non-kit multiclasses, that were not in the game. can be done.
For example: mage/ranger or a sorcerer / mage.
(Yes, I know the sorcerer/mage is probably a totaly overpowered engine of destruction, but from my PnP experience, even a Druid/Sorcerer can be hard to drive on, IF the correct measures are taken, :twisted: XP nerf + tactics + solo should do the trick here.)

Largely unrelated notice: I can't try anything as of now, my 3D card has just survived a hard-boiling, and I have a new proprietary ati driver installed. I don't know which, but one of these causes make all kinds of strange things happen, whenever I run anything remotly GPU stressing. (That, and the installation of BG and the mods under linux/WIne is something that cannot be fit into a one day timeframe.)
About two times every year, I get this urge to make *the* perfect install (for me at least) of BGT: I haven't succeeded so far, always ran out of time at the point where it was almost complete.

No success so far, but I'll never give up. :)

#10 Mike1072

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Posted 09 October 2008 - 11:29 PM

The script way could be intresting. Would that imply an in-game kit changing dialog possibility?

Yep, this can be done. I'm not sure if any released mods have used this, but it's not too hard to do if you can make a dialogue - and for the actual applying of kits, it's a ton easier to use than an editor.

To make the thread a bit more unspecific, I would like to know, if non-kit multiclasses, that were not in the game. can be done.
For example: mage/ranger or a sorcerer / mage.

No. And while some things might be fudgeable, most of the fun stuff is not. For example, there's no way to get the spellcasting of a sorcerer on anything but a sorcerer (or a sorcerer kit). Also, kits are restricted from all items the parent class cannot use (so it's not too easy to make super warrior kits for spellcasters without screwing around with other stuff), and the actionbars at the bottom of the screen are unchangeable and determined by the parent class. :(