Dual-/Multiclass Kits - Finally doable in BG2:EE due to externalization?
Luckmann
Member Posts: 3
I wish I really had more to say, but it's all in the topic.
Are dual- and multiclass kits finally doable in BG2:EE? Not built into the base, obviously, but as far as modding goes?
It's about the only thing that would truly interest me in BG2 again, after having played through it so many times, since the added content seem miniscule and everything I ever hoped for in a re-release of BG2 was pretty much skipped (more NPC:s from BG1 would've been a nice start... - where's my Kivan and Xan, or Eldoth & Garrick?).
I'm getting sidetracked.
I want to finally be able to do make that Wizard Slayer/Assassin/Illusionist Gnome, or that Wild Mage/Swashbuckler Half-Orc. Or a Kensai/Sorcerer Human, because why not?
Anyway, as per topic. Any hope?
Are dual- and multiclass kits finally doable in BG2:EE? Not built into the base, obviously, but as far as modding goes?
It's about the only thing that would truly interest me in BG2 again, after having played through it so many times, since the added content seem miniscule and everything I ever hoped for in a re-release of BG2 was pretty much skipped (more NPC:s from BG1 would've been a nice start... - where's my Kivan and Xan, or Eldoth & Garrick?).
I'm getting sidetracked.
I want to finally be able to do make that Wizard Slayer/Assassin/Illusionist Gnome, or that Wild Mage/Swashbuckler Half-Orc. Or a Kensai/Sorcerer Human, because why not?
Anyway, as per topic. Any hope?
2
Comments
Even that would involve quite a lot of work. Allowing *all* class combos would be staggeringly more, since you effectively need a different "class" for each new class combo, and you'd need to get the engine and all the existing scripts to respond to those. Adding all possible kits on top of those just multiplies the technicalities involved. The game engine just isn't set up to handle multiple kits though, and it wasn't permitted in 2nd edition rules either (upon which the game is based).
Rats.
Without added functionality, I don't really see why there was an "Enhanced Edition" to begin with, but oh well..
If you want the technicalities, look at http://iesdp.gibberlings3.net/file_formats/ie_formats/cre_v1.htm and scroll down to field 0x0244, "Kit information." There's a "long" (4-byte) field there that takes a single value of any vanilla or mod-added kit. There's no way to define multiple values in that field. Now I didn't say this was impossible; I said it wasn't feasible. In theory, we could add a "2nd kit" field that would affect all creature/character resources. But someone would have to sort out a framework of other technicalities, including kits that aren't compatible with each other. Then there are inventory issues and what have you. Since there are already mods that dabble into this (as above), yes, it is *possible* modwise, which I think was your original question (being as this is posted under Modding). "Externalization" generally refers to an existing hardcoded feature that we make "softcoded" via 2DAs etc., and there's no "2nd kit" feature currently (hardcoded or otherwise).
1: If one were to make a kit combining features of two kits, or with features that applied to multiple classes, what would the result be?
For example a "Swashbuckler/Conjurer" kit which had rules to add 1 spell per level to Mage spells and restricting Divination spells, whilst adding the standard x1 Backstab, THAC0, damage and AC bonuses based on the Thief class.
Would this work? Not necessarily to add/be visible during Character Creation, but as something that EE-Keeper could set. Can a kit that applies to one class have an impact on the core capabilities of the other class?
If so, this opens up all the multikits you could hope for, but I suspect that people would already have done this if it was that simple.
2: Couldn't potentially most combinations could be keyed off the level of a single class? For example, say, a Kensai/Assassin kit could replicate the Kensai's Advantages:
Bonus +1 to hit and damage for every 3 levels. Bonus -2 AC. Bonus -1 to speed factor for every 4 levels. "Kai" ability once per day for every 4 levels (staring with 1 use at level 1).
Converting this into Exp, the Kensai, therefore, gets its attack bonuses at: 4000, 32000, 250000, 1000000, 1750000, 25000000, 3250000, and 40000000 Exp.
And Kai/Speed Factor bonuses at: 8000, 12500, 1000000, 2000000, 3000000, and 4000000 Exp.
Since in a multiclass the amount of Exp is mirrored across all classes, this means that the Kensassin bonuses could be applied at Thief level 4, 7, 11, 15, 18, 21, 25, 28, and Kai/SF bonuses at Thief level 5, 10, 15, 19, 24, 28.
This isn't a perfect exp parallel, and would need to be repeated for each multikit, but for non-core features like innate abilities, THAC0/Damage bonuses and the like, this is just a matter of maths and, forgive my ignorance if I'm incorrect, "cutting and pasting" into the appropriate levels.