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Little help with Multiclass Kits and EEKeeper

LoubLoub Member Posts: 471
So, after I completed my BG1EE run with my Half-Orc Inquisitor, I decided to tackle on something new, namely a Cleric/Stalker Half-Elf-boss-ass-bitch-who-has-had-enough-of-your-nonsense, however, I've tried every possible method to try and make the class work, but it never does, I've changed the kit from a Cleric/Ranger to no avail, I've started a Stalker and then add cleric to the class, but again to no avail. It seems I'm running short of options here, which is pretty bad.
What I cannot get to work is the ever-so-important Stalker Backstab and Haste, which even if I had before, I lose when adding the multiclass. Which is a shame really, since Sanctuary + Dual-Club Backstab (only backstab weapon available to Clerics other than Quarterstaves) is so very very cheesy, and would be pretty fun to run with Rasaad and Imoen.

I even had rolled for 95 points, which makes it all the more infuriating. Ech.
Can I get some help from a transient with some experience with EEKeeping, such as @CrevsDaak?
Or even a mod that allows me to pick kits from Multiclasses, anyone?

*quarter hour later, still only 1 thread view*
*in a low voice* Anyone?
*crickets*

"Half an hour later"
Oh good, a like. Oh yes little like, mock me all you want, you have contributed so much to this discussion I don't even require any more assistance...
*drops to the ground in defeat*
Seriously, anyone?
Post edited by Loub on

Comments

  • jackjackjackjack Member Posts: 3,251
    edited February 2014
    From one transient's limited understanding:
    1. Create a Stalker so you get the kit's innate abilities. Start and save your game.
    2. EEKeeper your class to Ranger/Cleric, (Don't mess with the kit field - leave it at Stalker).
    3. There are 3 fields for class levels in EEKeeper - set your Stalker (1st field) level to 0, Cleric (2nd field) should be 1, (I think you have to change it from 0 to 1), and obviously leave the 3rd field at 0. Save your game in and exit EEKeeper.
    4. Open Baldur's Gate - upon loading your save in the game itself, your character should be ready to "level up" from level 0 to 1 in Stalker - go through the process just as if you were going from level 1 to 2. Now you should be a level 1 Stalker / level 1 Cleric.
    5. ????
    6. Profit!

    Edit: I forgot to capitalize Stalker - OCD is a bitch.
  • LoubLoub Member Posts: 471
    edited February 2014
    jackjack said:

    From one transient's limited understanding:
    1. Create a Stalker so you get the kit's innate abilities. Start and save your game.
    2. EEKeeper your class to Ranger/Cleric, (Don't mess with the kit field - leave it at Stalker).
    3. There are 3 fields for class levels in EEKeeper - set your Stalker (1st field) level to 0, Cleric (2nd field) should be 1, (I think you have to change it from 0 to 1), and obviously leave the 3rd field at 0. Save your game in and exit EEKeeper.
    4. Open Baldur's Gate - upon loading your save in the game itself, your character should be ready to "level up" from level 0 to 1 in Stalker - go through the process just as if you were going from level 1 to 2. Now you should be a level 1 Stalker / level 1 Cleric.
    5. ????
    6. Profit!

    Edit: I forgot to capitalize Stalker - OCD is a bitch.

    I tried doing that already, but even then I lost my Backstab Modifier, as you can see in the pictures below.
    Honestly, I'm sort of hopeless.
  • FlashburnFlashburn Member Posts: 1,847
    edited February 2014
    It would probably be easier to set yourself up as a vanilla Ranger/Cleric, and then change your kit to Stalker. Do the whole level 0 thing and it should work.



    Maybe.

    Wait, maybe I should take a Potion of Mind Focusing. You've tried that already, haven't you?
  • LoubLoub Member Posts: 471
    edited February 2014
    Flashburn said:

    It would probably be easier to set yourself up as a vanilla Ranger/Cleric, and then change your kit to Stalker. Do the whole level 0 thing and it should work.



    Maybe.

    Tried doing that too, it was my first try, actually. Didn't work. It only recognized the class as "Cleric/Ranger" and nothing else - gave me neither haste nor backstab.
    Also, I am having trouble uploading pictures to this site, which is why they are absent.
    Ugh, why does nothing in this withered leaf of an ephemeral existance work?!
    Picture for @jackjack no.1, after 15 minutes of uploading
    image
    Pic no. 2
    image
  • jackjackjackjack Member Posts: 3,251
    Hm. That process fixed the backstab multiplier problem for Jerrol, my Halfling Fighter/Shadowdancer. He was progressing beyond x4 to x5 and ended up more OP than I was willing to accept, (let's face it, a multiclass character with a kit is inherently OP).
    As I said, my knowledge is quite limited - Jerrol remains my only kitted multiclass experiment. I do know that the backstab modifier seems to be the recurring tricky thing in these setups. It would be nice to have a directly editable field…

    Perhaps @Troodon80 can shed some light on the subject? Otherwise, maybe Crevs knows something I don't, (I'd put money on it, actually).
  • jackjackjackjack Member Posts: 3,251
    edited February 2014
    It's entirely possible I have the process reversed in my memory.
    I may have created a Fighter/Thief, EEKeepered my kit to Shadowdancer, set my thief level to 0, loaded my modified save, and "leveled up". In fact, mechanically, what you said makes more sense. If that's the case, I apologize for the misinformation and will edit my post to reflect the correct process.
    Like I said, limited knowledge. Perhaps I should stop trying to help people until I learn to stop hindering them…
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    From my experience, you can get kit abilities that are handled by the CLABXXXX.2DA files, i.e., the class ability tables. However, abilities that are controlled by other files generally don't work for multi-class kits.

    For example, an Assassin's Poison Weapon ability is given the the class abilities file for Assassins, but the skill points per level is in a different file that is a table of thief classes/kits with the # of skill points they get per level. In this file, there are entries for THIEF, ASSASSIN, SWASHBUCKLER, etc.. and FIGHTER_THIEF (among other multi-classes). If you use EE Keeper to make a Fighter/Assassin, he can get the poison weapon abilities of an Assassin, but he'll still get the 25 skill points per level of a Fighter/Thief.

    For the Stalker, the backstab modified is controlled by special file. When the game checks it, your Stalker/Cleric checks out as a RANGER_CLERIC instead of STALKER and gets no modifier.
  • LoubLoub Member Posts: 471
    edited February 2014
    Pics of my first attempt (note the 95 roll I mentioned)
    image
    image
    The thing is, it is not only that I am not gaining the Backstab modifier, but also that I am not gaining haste and the other spells once my cleric level reaches 7 (which I should). Basically, my character is for all intents and purposes a normal Cleric/Ranger

    From my experience, you can get kit abilities that are handled by the CLABXXXX.2DA files, i.e., the class ability tables. However, abilities that are controlled by other files generally don't work for multi-class kits.

    For example, an Assassin's Poison Weapon ability is given the the class abilities file for Assassins, but the skill points per level is in a different file that is a table of thief classes/kits with the # of skill points they get per level. In this file, there are entries for THIEF, ASSASSIN, SWASHBUCKLER, etc.. and FIGHTER_THIEF (among other multi-classes). If you use EE Keeper to make a Fighter/Assassin, he can get the poison weapon abilities of an Assassin, but he'll still get the 25 skill points per level of a Fighter/Thief.

    For the Stalker, the backstab modified is controlled by special file. When the game checks it, your Stalker/Cleric checks out as a RANGER_CLERIC instead of STALKER and gets no modifier.

    Hmm... That must be why my Lvl 1 Npcs Coran (Swashbuckler/Fighter) progressed in backstab
    Makes sense. Is there any mod or whatever that changes that, if such a feat is possible?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    @Loub - the special Stalker spells like Haste are given by the class abilities file. They are triggered at 12th level. Your PC won't get them until she hits 12th level as a ranger.
  • LoubLoub Member Posts: 471

    @Loub - the special Stalker spells like Haste are given by the class abilities file. They are triggered at 12th level. Your PC won't get them until she hits 12th level as a ranger.

    Aw, crap. Is there any way for me to artificially set the backstab modifier to its correct values, then?
    I know I would have to re-edit them for levels 9 and 17, but it would be a quick fix.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Loub said:

    Hmm... That must be why my Lvl 1 Npcs Coran (Swashbuckler/Fighter) progressed in backstab
    Makes sense. Is there any mod or whatever that changes that, if such a feat is possible?

    Not that I know of.
  • LoubLoub Member Posts: 471

    Loub said:

    Hmm... That must be why my Lvl 1 Npcs Coran (Swashbuckler/Fighter) progressed in backstab
    Makes sense. Is there any mod or whatever that changes that, if such a feat is possible?

    Not that I know of.
    What about artificial setting of backstab? Is that even possible?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Loub said:

    Aw, crap. Is there any way for me to artificially set the backstab modifier to its correct values, then?
    I know I would have to re-edit them for levels 9 and 17, but it would be a quick fix.

    Yes, if you're comfortable doing a little poking in EE Keeper.

    Go to the Affects tab for your PC in EE Keeper. Add a new effect.

    Set the following:
    Type: 0x107
    Target: Self
    Value: 2
    Modifier Type: 1
    Flags: Instant, Permanent
    Probability: 100

    That should give you a x2 backstab modifier.
  • LoubLoub Member Posts: 471
    edited February 2014

    Loub said:

    Aw, crap. Is there any way for me to artificially set the backstab modifier to its correct values, then?
    I know I would have to re-edit them for levels 9 and 17, but it would be a quick fix.

    Yes, if you're comfortable doing a little poking in EE Keeper.

    Go to the Affects tab for your PC in EE Keeper. Add a new effect.

    Set the following:
    Type: 0x107
    Target: Self
    Value: 2
    Modifier Type: 1
    Flags: Instant, Permanent
    Probability: 100

    That should give you a x2 backstab modifier.
    Okay, thank you so very very much. Me love you long time. Me love you too much. Me love you so much me feast in your bowels and entrails.

    Okay, jokes aside, I will still be restricted to backstabbing with Clubs and Staves while wearing studded leather or lower, right? And I will gain my stalker spells upon hitting ranger level 12 (2400000 exp), okay?
    Edit: I cannot seem to find 0x107 under any of the available tabs, nor am I able to manually add it, what gives?
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    Yes, AFAIK, those are the only weapons available to Ranger/Clerics that are capable of backstabbing (perhaps it should be "backwhacking"?).

    Hmmm, I'm not sure about the armor restriction. You might only have the Ranger/Cleric restrictions there. If so, you'll have to roleplay it.

    Yes, the spells should be added at 12th level.
  • LoubLoub Member Posts: 471
    edited February 2014
    @AstroBryGuy
    I cannot seem to find or add 0x107 under the affects tab, what gives?
    Even if I type it, it just reverts back to the default tab... Huh?
    In short, the editor doesn't let me add backstab, due to the fact it seems to read it as an invalid value. And then reverts to 0xFFFFFFF.
  • LoubLoub Member Posts: 471
    Save file attached, if anyone can get EEKeeper to work correctly, please do as instructed by @AstroBryGuy, because mine doesn't.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    You're trying to add what would normally be a dual-class kit to a multi-class only character. Generally, this will will work in name-only.

    In order to give the correct abilities, without modifying 2DA files (which will then affect the standard variations of the class), you will need to first create a character with those abilities.

    Stalker, for example:
    1. First and foremost, ensure your current game is not an Auto Save or Quick Save, if they are then load that up in-game and save it with a unique name.
    2. Start a new game with a single class Stalker kit.
    3. Save the game (it will probably be an Auto Save already).
    4. In Keeper, open both the old saved game and the new game with your single class Stalker.
    5. Copy the effects currently on your new character from the Affects tab to your old multi-class Cleric/Stalker. This will ensure you get all available effects for the kit.
    6. Once all effects are copied from one character to the other, go to the Innate tab.
    7. Press the Kit button, select Stalker and the level you want to add to, then press OK.
    Note
    • So far as the game is concerned, this multi-class kit combination will be treated as a standard Cleric/Ranger.
    • This will not make your muilt-class kit combination 'legal' and, as such, you will still not be granted kit bonuses as you increase level. You will need to manually edit that in as you go. (I'll be making this automatic in Keeper eventually, but requires some time to incorporate it into the current code).
    • You will also not be able to get most of the bonuses offered to the Stalker since it is not a legal multi-class/kit combination.
  • LoubLoub Member Posts: 471
    edited February 2014
    Troodon80 said:


    You will also not be able to get most of the bonuses offered to the Stalker since it is not a legal multi-class/kit combination.

    Such as? The only bonuses offered by the Stalker kit are Backstab and Haste + some useless spells.

    Also, the affects tab is lacking the 0x107 effect, which governs backstab, even on a pure Stalker. And I'm unable to add it manually since EEKeeper auto-corrects it to 0x + a string of Fs. What gives? Such thing would surely be simple to add, but I cannot get the editor to work correctly. Which is also why I added my file a few posts prior to this, so people with a little more luck can get it to work ( @CrevsDaak ?), since I cannot.
  • LoubLoub Member Posts: 471
    edited February 2014
    Woo, yay! I managed to get it working, although I had to use @Troodon80 's first version of Shadowkeeper, because the recent one is bugged when it comes to adding effecs (reverts to 0xFFFFFFF when you type in a custom effect), would you please take a look at that?

    @AstroBryGuy
    And no, I am restricted to Studded Leather just as it should be.
  • SchneidendSchneidend Member Posts: 3,190
    An easy solution would be to just not break the damn rules.
  • LoubLoub Member Posts: 471
    edited February 2014

    An easy solution would be to just not break the damn rules.

    Did I ask you?
    Seriously, I own the game, I should be able to do what the *bleep* I want with it. If I want to change the character models to MLP characters so be it, you don't have to stick your nose where you weren't even called. So get your "rules-lawyer" talk away from me, because any attempts to convert me to your side are futile. Also, get your nosey Baatezu self back to whichever floor of the Nine Hells you belong to, that would be great, thanks.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    Hello, sorry I couldn't help, so much things happening while I was sleeping >.< I went to sleep earlier than other days yesterday.
    I will look at it when I find a way to enter the intermet fron the computer, something weird is going on.
  • LoubLoub Member Posts: 471
    CrevsDaak said:

    Hello, sorry I couldn't help, so much things happening while I was sleeping >.< I went to sleep earlier than other days yesterday.
    I will look at it when I find a way to enter the intermet fron the computer, something weird is going on.

    I am afraid that will not be necessary, since I already fixed the issue, somewhat, by following @AstroBryGuy 's instructions on an earlier version of EEKeeper that doesn't bug out when adding new effects. Still, you concern is always welcome.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    Loub said:

    Woo, yay! I managed to get it working, although I had to use @Troodon80 's first version of Shadowkeeper, because the recent one is bugged when it comes to adding effecs (reverts to 0xFFFFFFF when you type in a custom effect), would you please take a look at that?

    It's not a bug, it's a feature. :D

    For any item that is not on the list, double click on the 'Type' line in the edit effect dialog:

    0x008 DWORD 4 [Your value in hex format, e.g. 0x00000107] Type

    In the pop-up dialog box, enter your value (hex 0x107 or decimal 263) into the textbox, then press OK. I specifically left that in as a fail-safe. Not every effect is covered, and will be dealt with in a future version. If 0x107 is something you really want then you can add it yourself via the Settings→Lists→Affects option. Click Add, then add a readable name (such as "Backstab Modifier"), enter the value (0x107), and click OK. It will then appear in the list under that name.

    Older versions are no longer supported in case something goes wrong (there have been plenty of bugs fixed since the initial release (and plenty before that from Shadow Keeper)).
  • Troodon80Troodon80 Member, Developer Posts: 4,110

    Hmmm, I'm not sure about the armor restriction. You might only have the Ranger/Cleric restrictions there. If so, you'll have to roleplay it.

    From what I can remember, armour is also restricted. So anything up to studded leather.
  • LoubLoub Member Posts: 471
    edited February 2014
    Troodon80 said:

    Loub said:

    Woo, yay! I managed to get it working, although I had to use @Troodon80 's first version of Shadowkeeper, because the recent one is bugged when it comes to adding effecs (reverts to 0xFFFFFFF when you type in a custom effect), would you please take a look at that?

    It's not a bug, it's a feature. :D

    For any item that is not on the list, double click on the 'Type' line in the edit effect dialog:

    0x008 DWORD 4 [Your value in hex format, e.g. 0x00000107] Type

    In the pop-up dialog box, enter your value (hex 0x107 or decimal 263) into the textbox, then press OK. I specifically left that in as a fail-safe. Not every effect is covered, and will be dealt with in a future version. If 0x107 is something you really want then you can add it yourself via the Settings→Lists→Affects option. Click Add, then add a readable name (such as "Backstab Modifier"), enter the value (0x107), and click OK. It will then appear in the list under that name.

    Older versions are no longer supported in case something goes wrong (there have been plenty of bugs fixed since the initial release (and plenty before that from Shadow Keeper)).
    Err... I've tried doing what you said but I still can't get it to work, and there's no "Lists" vector in the settings, could you post some screenshots of what I should do?
    Edit: Nvm, found it.
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