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Teach me to be a Gnome!

So I've decided to change my main Jester PC, jackjack, into a proper Gnome, and while I've figured out how to change my race and saving throws with EEKeeper - thanks @Troodon80‌ - I have one other conundrum.
I would still like him to be restricted to an Illusionist Jester. Can anyone help me with:
a) adding an extra spell per day that won't disappear on level up
b) barring the Necromancy school

b) is not as big of a deal as I can easily restrain myself from using any Necromancy spells, but it would be nice for my OCD.
Thanks!

Comments

  • RhaellaRhaella Member, Developer Posts: 178
    You'd need to make a custom kit for that, I think. That's the only way I can think of doing at, at least, and I'm not sure you can switch into a modded kit with EEKeeper.

    You could add the extra spell via a magical item if you wanted, but the necromancy restriction is definitely something that's done in the kit itself. (It's a pretty easy alteration, actually, but I'm almost certain it would require starting a new game.)
  • jackjackjackjack Member Posts: 3,251
    Ah well, for the moment, I am just not using Necro spells (I actually already hadn't been before morphing into a Gnome), and I suppose I can always add in the extra spell/day, but it would be nice to have it stay permanent instead of having to redo it on each level up.
  • lunarlunar Member Posts: 3,460
    edited April 2014
    Get the 'Imoen the conjurer' mini mod from The Sorcerers Place site. In it there are a few Imoencre files who are dual classed into conjurer and they have extra spells per level via an affect code. Put one Imoen file into your override. Open up that Imoen file via EEkeeper-creature browser. From the affects column you will see 9 lines of affects. Each is +1 spell per day for the corresponding spell level. Open your save game and character. Copy these affects from Imoen one by one and paste it to your own character's affects column. Save and exit. Enjoy!
  • BlackravenBlackraven Member Posts: 3,486
    Ah I was hoping for a roleplaying question. I've played gnomes of all kinds (love the shorties hehe). Anyway your idea is awesome. We should do a multiplayer session with my dwarven Skald, your gnomish Jester and someone willing to play a Halfling Blade :D

    I like your idea, Necromancy is probably the school I'd associate least with a gnomish Jester. Unfortunately I can't help you with the extra spell or with barring Necromancy in EEKeeper, I think...

    The thing is, the Jester is already a kit, so you can't assign a second 'kit' (Illusionist) to your charname. I just made a plain bard and kitted her as an Illusionist. I also added an ADHW spell in her inventory. When I loaded the edited game, the spell was barred from scribing/casting, but she didn't get extra spells. I had hoped that if I got the extra spells and changed the plain Bard song into the Jester song under the 'Affects' tab in EEkeeper, I'd have you gnomish illusionist Jester...

    Maybe you could try NearInfinity? I'm no conoisseur, but I think it has more options.
  • lunarlunar Member Posts: 3,460
    As for rping I would reccomend Complete book of gnomes and halflings. Fun read. You can learn more about gnomish culture, traditions, beliefs, emotions, as well as a few gnome spesific kits and the like. Google is your friend. :-)
  • jackjackjackjack Member Posts: 3,251
    @lunar That sounds like it should work, thanks :)
    However, I put the Imoen .CRE file in the override directory and although it says it's overridden, the affects tab is blank. I tried it with each .CRE file.
    Not sure what to do at this point D:
  • jackjackjackjack Member Posts: 3,251
    Got it to work!
  • lunarlunar Member Posts: 3,460
    Glad it works for you, I have used that mod's cre files to give my dual-classed characters extra spells per day as well. Have fun!
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited April 2014

    Maybe you could try NearInfinity? I'm no conoisseur, but I think it has more options.

    Yeah, but you don't really want to change most of those things (unless you have areally good reason to edit the ever-useless-until Multikit mod SPECIFIC.IDS), there is more mess than good that you can cause.

    EDIT: You can open NI and load the .GAM from your save, edit the *HARBASE's CRE file that will be attached, and add the Bonus Mage Spells effect, set it parameters correctly and give it a Permanent time flag besides an undispellable flag (not dispel/bypass resistance).
    I don't know if I am missing something, I am at school's computer class :/ so I can't check that myself.
  • elminsterelminster Member, Developer Posts: 16,317
    I think only @Anduin can teach you how to properly be a gnome :)
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