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[Mod] Wild Sorcerer Kit

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  • PandemicLegionPandemicLegion Member Posts: 38
    So someone will update the wildsorc because he is way to weak compared to the hasardeur.
  • [Deleted User][Deleted User] Posts: 0
    edited September 2014
    The user and all related content has been deleted.
  • Dark_AnsemDark_Ansem Member Posts: 992

    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
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  • Dark_AnsemDark_Ansem Member Posts: 992
    argh...
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  • 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: 130
    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.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I wouldn't mind updating it, but I'd prefer to have the authors blessing...
  • valamyrvalamyr Member Posts: 130
    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: 2,582
    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
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    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: 130
    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: 2,582
    This was a pretty simple kit... anyway, here is an updated version @valamyr if you're still interested:
  • GrammarsaladGrammarsalad Member Posts: 2,582
    This version will--hopefully! Not tested--also do the Neera as wild sorc thing
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  • GrammarsaladGrammarsalad Member Posts: 2,582
    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
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  • PorcelynPorcelyn Member Posts: 65
    Could you update it to work with BG2EE as well? I am really liking it.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    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: 1,809
    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 . . .
  • GrammarsaladGrammarsalad Member Posts: 2,582
    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: 2,582
    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: 130
    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.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    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: 130
    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
  • Dark_AnsemDark_Ansem Member Posts: 992
    This should be incorporated in the "tome and Blood" mod :) Wild Sorcerer is a great idea.
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