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[Mod] Wild Sorcerer Kit

2

Comments

  • PandemicLegionPandemicLegion Member Posts: 28
    So someone will update the wildsorc because he is way to weak compared to the hasardeur.

  • subtledoctorsubtledoctor Member Posts: 9,175
    edited September 2014
    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!

    SereverusDark_Ansemelminster
  • Dark_AnsemDark_Ansem Member Posts: 811

    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 :D

  • subtledoctorsubtledoctor Member Posts: 9,175
    Ah, unfortunately I still have weeks of work to do just to finish up the planned additions to my mod. And RL is giving me zero free time. I don't think I'll be able to get around to this any time in the near future...

  • subtledoctorsubtledoctor Member Posts: 9,175
    I re-read the thread, and this does seem interesting. Maybe I'll add it to my mod in v1.1 or 1.2. But I can't promise you'll like the way I would implement this - I'd probably restrict a wild sorcerer from ever using any kind of Chaos Shield...

    JuliusBorisov
  • FrecheFreche Member Posts: 473
    I'd love to have this in my next playthrough, is there anyone that could update this to working condition?

  • valamyrvalamyr Member Posts: 106
    edited August 2015
    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.

    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,186
    I wouldn't mind updating it, but I'd prefer to have the authors blessing...

  • valamyrvalamyr Member Posts: 106
    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.

  • GrammarsaladGrammarsalad Member Posts: 2,186
    edited August 2015
    valamyr said:

    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

    Porcelyn
  • AstroBryGuyAstroBryGuy Member Posts: 3,203
    edited August 2015
    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.

    Post edited by AstroBryGuy on
  • valamyrvalamyr Member Posts: 106
    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.

  • GrammarsaladGrammarsalad Member Posts: 2,186
    This was a pretty simple kit... anyway, here is an updated version @valamyr if you're still interested:

    PorcelynJuliusBorisov
  • GrammarsaladGrammarsalad Member Posts: 2,186
    This version will--hopefully! Not tested--also do the Neera as wild sorc thing

    PorcelynJuliusBorisov
  • subtledoctorsubtledoctor Member Posts: 9,175
    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...

    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,186
    edited August 2015

    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

  • subtledoctorsubtledoctor Member Posts: 9,175
    I know. Just discussin' for the sake of discussin'.

    FWIW if I was doing one, I would use the level-based NRD spells like AstroBryGuy made earlier in the thread. Then you would have a class with two big advantages (spontaneous casting, and lots of casts per day) and two disadvantages (few known spells, and chance of wild surge). And, they would have the ability to vary the intensity of the two disadvantages (cast spells you don't know for the price of causing a wild surge) while maintaining the overall level of power (because the chosen NRD spell would be the same level as the spell slot expended).

    I've been meaning to make that kit for a while, but I just haven't had the time...

  • PorcelynPorcelyn Member Posts: 65
    Could you update it to work with BG2EE as well? I am really liking it.

  • GrammarsaladGrammarsalad Member Posts: 2,186
    Porcelyn said:

    Could you update it to work with BG2EE as well? I am really liking it.

    @Porcelyn
    Does it not work with BG2EE?

  • PorcelynPorcelyn Member Posts: 65
    Oh I tried it and it installed. I wasn't aware kit mods worked for both games.

  • CaloNordCaloNord Member Posts: 1,780
    edited August 2015
    Porcelyn said:

    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 . . .

    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,186
    One thing that I'm really not sure about is the Neera as wild sorc component. If that doesn't work, let me know

  • PorcelynPorcelyn Member Posts: 65
    I never use Neera so I didn't install that part but I can go test if you like.

  • GrammarsaladGrammarsalad Member Posts: 2,186
    Porcelyn said:

    I never use Neera so I didn't install that part but I can go test if you like.

    If you want to that's cool. If not, that's fine too.

  • valamyrvalamyr Member Posts: 106
    edited August 2015
    Thanks a ton for updating it. I wanted to play this rather than the Pale Master one

    And also for not nerfing it. I considered its fine as is.

  • PorcelynPorcelyn Member Posts: 65
    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.

    Grammarsalad
  • GrammarsaladGrammarsalad Member Posts: 2,186
    Porcelyn said:

    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)

  • valamyrvalamyr Member Posts: 106
    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.

    Issues with her if any appear limited to bg2

    Grammarsalad
  • Dark_AnsemDark_Ansem Member Posts: 811
    This should be incorporated in the "tome and Blood" mod :) Wild Sorcerer is a great idea.

    valamyrChaostic
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