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paladin druid multi/dual class

randyroorandyroo Member Posts: 54
has anybody tried to make a mod for these classes to be multiclassed before? it seems like it would function exactly the same as a cleric ranger but with the druid getting extra cleric spells from the paladin instead of the cleric getting extra druid spells from the ranger.
from what i've read so far the reason it wasn't implemented was because the paladin required lawful good and the druid requires true neutral.
would this multi/dual class combo be difficult to make as i have a beginner/intermediate level of experience at modding?

Comments

  • MordeusMordeus Member Posts: 460
    edited March 2013
    It would be possible to make multiclass combinations for paladins and druids. You'd just need to switch the Cleric part of the Cleric/Mage, Cleric/Fighter, etc... with the benefits of paladins and druids. You can do this via opcode #72 changing the class id to that of a multi-class. So you'd start with a Cleric kit that is modified to work as a Paladin or Druid and then immediately apply opcode #72 to switch it to a Cleric multiclass.

    The only problem this would face is that the class name and kit description that appears in the inventory and stat menu would be fixed to the Cleric/Mage, etc... default. So you'd get the gameplay change of a multiclassed Paladin or Druid but aesthetically it would look like nothing has actually changed.

    I've tried messing around with this alongside Requiem and we could only get one of the class titles changed. So for our mod we wanted a Mischiefmaker/Thief kit but from memory it ended up being called a Cleric/Thief in the Inventory title but in the exp menu it changed the Cleric name to the Mischiefmaker title while leaving the Thief as is. The Kit description was locked in as the default Cleric/Thief.

    So it would be possible to make a Paladin/Thief but the only changes you'd have to show for it is a paladin is in that little exp dialogue window. We gave up on this because without having access to editing the kit description and the main title, it just ruined the 'immersion' factor. Although it wouldn't be too drastic for pure class combinations like the Paladin and Druid. If the EE developers can expand opcode #290 to allow a bypass of the multi-class title/description defaults then this would be possible. You'd just select the multiclass through the Druid or Paladin subsection of the kit menu instead of alongside the other multi-classes.

    This is real manipulation of the Infinity Engine, so it does require some familiarity of how kits work. So you'd need at least an intermediate level of experience in kit modding to at least half of what I've mentioned. The other half is currently unattainable.
  • randyroorandyroo Member Posts: 54
    ah i see. i think an easier solution to this then would be to make 4 cleric kits which replicate the druid kits and 4 or 5 ranger kits which replicate the paladin kits (not sure if blackguard functions as a normal paladin with spells). they would still pop-up under the heading of cleric/rangers though.
    there differences would mean that the druid would be following the cleric exp progression (i think this parts hardcoded), and that the turn undead wouldnt be weaker like a paladins
    The equippable weapons and items as well as the weapon specialisation tree would be that of a cleric ranger.
    there would be no need to change the spells because like the ranger cleric it should have access to all of the priest spells.
    hide in shadows would need to be disabled
    all the abilities and immunities which these classes depend upon wouldn't be too difficult to add in.
    the last part of having 2 kits may be the trickiest for character creation, as it would create 16 potential multi class combinations. this could be reduced to 7 or 8 ( 1 for every kit and the plain old paladin-druid )
    I have used a mod which allowed for npc's to have 2 kits so its at least possible to do if not through character creation.
    so, would this work?
  • MordeusMordeus Member Posts: 460
    I don't think it would because you can only alter one half of a multi-class. So you have to choose between altering the ranger or the cleric but not both. The reason being that each kit receives a number value that corresponds to the kit subsection located at the character creation menu. So if you chose 3 then you'd be editing the Cleric half, while choosing 12 would let you edit the Ranger half. For some reason it doesn't work if you select the number for a multi-class, even if you avoid the character creation menu and force change the kit during gameplay. It'll always pick one of the two classes to apply changes to or in some strange cases just disregard any change entirely.

    But you could make a cleric kit and call it a Druid/Ranger but it wouldn't divide the exp between two different classes but just be seen as a Druid/Ranger single class. It's probably easier to just create an Arcane Paladin, Arcane Druid, Warrior Druid, etc... kit than trying to replicate the multi-class style.

    I'd be interested to see the mod that allows npcs to have 2 kits. Did they have the 2 kits active simultaneously or did they switch in and out of them? Some people have managed to bypass some of the infinity limitations but that's well beyond my knowledge.
  • leeho730leeho730 Member Posts: 285
    Impossible due to engine restriction. Even EE keeper/NI cannot be used for such class combinations.

    And no 2 kits either, only one kit per character. The only exception I can think of would be dual-classes in which the character would switch kit (via EE keeper/NI) after dual-classing. Which means previous kit would stop progressing but at least you still get a bit of bonuses from previous kits, like Kensai TACH0/damage bonuses as well as Kai ability, -2 AC bonus, and weapon speed bonuses.
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