Can i force shadow keeper sorcerer dual class without bugs (fatal no way around bugs at least)?
kamuizin
Member Posts: 3,704
Pretty much as the title says. If anyone got this suggar working, i'm very interested in the "how to do".
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You can force it with a Mage, but doing so with a Sorcerer will probably ruin your save/character.
Dual-classed characters are limited to the same class combinations as multi-classed characters. The possible class combinations are:
FIGHTER_MAGE
FIGHTER_CLERIC
FIGHTER_THIEF
FIGHTER_MAGE_THIEF*
MAGE_THIEF
CLERIC_MAGE
CLERIC_THIEF
FIGHTER_DRUID
FIGHTER_MAGE_CLERIC*
CLERIC_RANGER
*only for multi-classed characters, not dual-classed.
More technical: Both dual-classed and multi-classed characters actually specify one of the above combinations as their "class", i.e. a dual-classed fighter->mage and a multi-class fighter/mage both have a class of "FIGHTER_MAGE". The dual-classed character has a bit flipped that specifies his/her original class, which also tells the game that the character is dual-classed and not multi-classed.
You could, I suppose, take a fighter character and use EE Keeper to change him/her into a sorcerer. Reset the level to 0, XP to 0, class to sorcerer. However, the game would treat the character like a single-classed sorcerer, just with higher starting HP, lower starting THAC0, etc..
This wouldn't work at all for other classes. If you tried this with a thief, you'd lose access to thief skills once the character was converted to sorcerer. Similarly for a cleric, you'd lose access to divine spells and turning.
You can dual both a barbarian and wildmage if you install BG2tweak. You can also do it without BG2tweak, using shadowkeeper because the barbarian and wild mage are made so they are a 'kit' under mage and fighter.
But:
Taking the advice of @AstroBryGuy, the engine files probally have an specific dual class files for each combination, so Fighter_Mage is different than fighter single class + Mage single class.
That being truth, i wonder if it's possible to change for example the Fighter_Mage file and override the part of that file that define the mage's system with the files that define a sorcerer system.
Doing that would certainly alter every FIghter_mage in the game, including NPCs, thus change all Fighter_mages of the game to another class would be more pratical to avoid bugs.
However...
If in the end, what i want is crazy and isn't possible, then i raise the question for another way around:
The devs already made an kit for sorcerer: the Dragon Disciple.
So Sorcerer kits aren't hard coded anymore (i believe), or at least the devs have a way around now.
So, can't we make an sorcerer kit and infuse an Fighter_sorcerer inside this kit? Double the XP rate for level up, insert the fighter special factors of the class in that kit (as con bonus for HP, thac0 progression... and etc) and deal with this mod as an kit in game mechanics but an dual_class in pratical results?
Obs: In fact, atm, if i can unlock the fighter behavior of HP bonus with constitution to dragon disciples (and even find an way to allow equip of any fighter item and use of spells with heavy/tower shield to them), that alone would be more than enough to make me happy !
As Camdawg wrote in his kit tutorial: http://forums.gibberlings3.net/index.php?showtopic=584 AFAIK, kits don't get separate XP tables, but you could add an XP penalty effect (effect 104):
http://iesdp.gibberlings3.net/opcodes/bgee.htm
You could specify a custom HP table via HPCLASS.2da, but the Warrior HP bonuses for high CON are restricted to warrior classes. A sorcerer kit won't get the extra HP bonus.
Kits use the parent class' THAC0 progression, saving throws, and proficiency progression. You could add THAC0 bonuses as an effect on level up (like the Kensai and Swashbuckler), as well as saving throw bonuses as appropriate to simulate the better of warrior vs. mage saving throws.
For items, you could give your kit the FIGHTER_MAGE usability flag. Won't make spells castable in armor, however.
So, kinda possible, I guess.
Make a Sorceror kit called "Eldritch Knight" (yes, *that* one) which receives:
advantages:
+1 Thac0 every 3 levels up to 20
+1/2 APR at lvl 10 and 20
+ weapon selection every 4 levels (and one extra at lvl 1)
+ ability to specialize in any melee weapon and style (for flavor, probably exclude shields)
+ hit dice: d6
disadvantages:
- can cast 1 less spell per level (like DD)
- caster level reduced by 1/4th (rounded up) to a maximum of 15 (instead of 20)
- spell progression reduced by 1/4th (e.g. you get your first 3rd level spell at lvl 8 etc.)
The idea is that you play this as a spellsword where you select buffs for your spells.
Example: at end of SoA you have an 18th level Edlritch Knight (effective Sorcerer level of 14) that knows
1 lvl 7 spell, 2 lvl 6 spells, can cast stone skin 4 times a day etc.
dual wielding katanas for 3APR
thac0 of 7
Comparable to Fighter/Mage at same XP -- arguably better for being able to cast your selected buffs more consistently.
The intent i raised is to use the accessory tools to make the thac0, hp, items permissions, spell table progression and anything else approach the maximum possible of an multiclass fighter_mage kit.
I could make an Fighter_dragon disciple kit as well for fun, just for me (cos it would be absurdly overpowered), or balance it with some hard debuffs as an permantent 50% spell failure chance forever infused on the character (with no way around) or limit that fighter_dragon_disciple to level 7° arcane spells at an maximum (or both, but that would be too much debuff to apply).
And spell failure is not a fun way to gimp a class, I think. I'd rather cast less spells than have those spells fail occasionally.
Long time ppl ! So i got an dying wish of play kensai/sorcerer suddently and i remembered this old thread of mine.
As i'm too much newbie to mod kits yet (specially one so detailed as this one mentioned as solution for kensai/sorcerer) i would like to know if anyone followed these steps or have the intent of do it.