Teach me to be a Gnome!
jackjack
Member Posts: 3,251
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!
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!
2
Comments
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.)
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.
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
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.