I don't know what a hasardeur is, and I don't know how anyone could describe the kit in this thread as "weak" but if the author isn't around to update this for 1.3, now that kits work, I could take a crack at it.
It's a fantastic concept, you'd just have to carefully balance it because wild mages = OP and sorcerers = OP, so combining them could end up being redonkulous (especially with *extra* spell slots!). NRD would definitely have to go; it doesn't make a lot of sense for a sorcerer anyway.
I would basically make something along the lines of what Nifft and Astrobryguy discussed. Level-restricted versions of NRD are an amazing idea here because of the sorcerer's severely limited list of 'known spells' - the wild sorcerer could try to cast an unknown spell, with a greater chance of a wild surge. Genius!
please do, and I'll retake the pain of generating a new character just to use this
Is this non-working for some reason? I installed it, and even on a fresh install the kit appears below Red Dragoon Disciple, but is 'grayed out'. AKA I cant use it.
Seems like a wonderful idea tho.
Aw, read the thread, silly me. Seems like it was never updated to 1.03. Oh well.
Sadly the author doesnt appear active in the last year, @Grammarsalad . If you're up for it, Im sure they wouldnt begrudge you simply porting it to 1.3. I have no idea how much work that is, though.
Sadly the author doesnt appear active in the last year, @Grammarsalad . If you're up for it, Im sure they wouldnt begrudge you simply porting it to 1.3. I have no idea how much work that is, though.
It's probably not much work. I'll take a look sometime this week
The basic principle of the mod is pretty simple. Just apply the Wild Mage usability flag to a Sorcerer kit.
In the past, I had just DIYed it. Make a Sorcerer, then EE Keeper on the Wild Mage kit. Tada! Wild Sorcerer.
The devil is in the details. NRD is far less useful for a Wild Sorcerer, since they know far fewer spells than a Wizard and can already cast any spell they know (at high level, it does become useful as a massive pool of 9th level spells). But, they do get a massive amount of spells per day, since they get the +1 spell per spell level bonus of specialists.
Interesting, I hadn't realized you can simply apply a WM kit to the Sorcerer like that.
This being said I still see a fair bit of value in this mod - among other things I think Neera makes a lot more sense as a Wild Sorc than a Wild Mage and well, its always more immersive to set up these things with a mod before you start playing than turning to Shadowkeeper.
Sorcerers are already so powerful, there's a pretty good argument for applying the chance of wild surges to them *without* giving them extra spells, and *without* giving them access to NRD. That would be a better trade-off than the current one, which is just 'fewer known spells' and doesn't matter since a few spells of each are so clearly optimal anyway...
But that's just me, I don't like designing kits/classes with huge power boosts...
I get you. But my intention here is only to update the kit. Edit:
That said, it is worth talking to @Aquadrizzt about creating a wild sorcerer for TnB
Oh I tried it and it installed. I wasn't aware kit mods worked for both games.
As I understand it, most do. You might run into issues with ones that add new stores or items and such though, but basic kit mods should be okay...
As a suicidal Bard/Sorc/Wizard player I rather like this kit. Doesn't really help whats left of my party get any further but still. . . Minsc makes an attractive charcoal smear on the wall I think . . .
The Neera part for bg2ee won't even install. It gives an error about not being able to find her .cre file. I do have Tome and Blood so that may be interfering but I would say it doesn't work in 2. The kit works fine though.
The Neera part for bg2ee won't even install. It gives an error about not being able to find her .cre file. I do have Tome and Blood so that may be interfering but I would say it doesn't work in 2. The kit works fine though.
Okay, thanks for the report. I will get to this when I have a chance. (Might be a while)
Figured I should point out that the BG1ee Neera component appears to work. I had a save made just before entering Beregost early game, reloaded it with this installed and Neera was a Wild Sorcerer with everything working correctly.
Comments
Seems like a wonderful idea tho.
Aw, read the thread, silly me. Seems like it was never updated to 1.03. Oh well.
In the past, I had just DIYed it. Make a Sorcerer, then EE Keeper on the Wild Mage kit. Tada! Wild Sorcerer.
The devil is in the details. NRD is far less useful for a Wild Sorcerer, since they know far fewer spells than a Wizard and can already cast any spell they know (at high level, it does become useful as a massive pool of 9th level spells). But, they do get a massive amount of spells per day, since they get the +1 spell per spell level bonus of specialists.
This being said I still see a fair bit of value in this mod - among other things I think Neera makes a lot more sense as a Wild Sorc than a Wild Mage and well, its always more immersive to set up these things with a mod before you start playing than turning to Shadowkeeper.
Edit:
That said, it is worth talking to @Aquadrizzt about creating a wild sorcerer for TnB
Does it not work with BG2EE?
As a suicidal Bard/Sorc/Wizard player I rather like this kit. Doesn't really help whats left of my party get any further but still. . . Minsc makes an attractive charcoal smear on the wall I think . . .
And also for not nerfing it. I considered its fine as is.
Issues with her if any appear limited to bg2