I feel that Bard Song is a mixed bag anyway, since it effectively disables the Bard for a not-so-great benefit. The only good version, IMO, is the IWD one. Especially the Luck bonus of the Gallant is gold...
@subtledoctor hey i love the entire setup, but i'm having a touch of trouble with my kits, they won't import with the rest of my character when moving from BG:EE, to BG:EE II, not sure what's wrong or why my Silkwalker reverts to a normal cleric, that said the mod is awesome
@Sereverus , do you have a different set of mods installed in BG2EE than in BGEE? If so, the kit number assigned to your character is likely incorrect and thus the conversion fails, causing your character to default to the trueclass cleric.
@Sereverus , do you have a different set of mods installed in BG2EE than in BGEE? If so, the kit number assigned to your character is likely incorrect and thus the conversion fails, causing your character to default to the trueclass cleric.
@Aquadrizzt no, no other kit mods, this is the only mod i'm using ATM
I seem to be unable to get this to work with the Wild Mage. According to the changes in Component 600 of your mod, the only thing that changes in his case is the .2DA file his kit is meant to refer to. Once I get to his spell selection, however, NRD is a spell everyone can choose (checked with all kits and the generalist class) and Larloch's Drain is one of his "Must choose" spells.
On top of that, once I have to choose the memorised spells, none of the listed spells (regardless of choice) can be taken as it will ask me to choose a "must have" spell before proceeding....when none of them (even NRD) is seen as such!
I'd love to provide the screenshot of how it looks like, but my internet is barely functional until 25.07.
Here's my WEiDu log, keep in mind that I removed component 600 to see if it's the root of the problem.
~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #0 // Wild Mage Additions: New Wild Magic Spells ~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #1 // Wild Mage Additions: Spellshaper Kit ~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #2 // Wild Mage Additions: Spellshaper - Avatar Change ~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #3 // Misc spell modifications ~SETUP-K9IWDEEKIT.TP2~ #0 #0 // Install IWD Enhanced Edition Kitpack Special Feature: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #2 // Install Mercenary: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #3 // Install Myrmidon: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #5 // Install Giant Killer: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #6 // Install Divinate of Mystra kit: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #7 // Install Divinate of Mielekki kit: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #8 // Install Divinate of Ilmater kit: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #16 // Install Monk of the Old Order: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #23 // Install Pest Controller kit: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #26 // Install Vermin Slayer kit: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #27 // Install Penalties for Cleric Kits: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #29 // Install Iceguardian of Ulutiu kit: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #30 // Install Icepriest of Auril kit: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #31 // Install additional dialogue for Icepriest of Auril: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #33 // Install Priest of Luthic kit: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #34 // Install Shaman of Gruumsh kit: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #36 // Install Druid Kit Penalties: v 2.4 ~SETUP-K9IWDEEKIT.TP2~ #0 #37 // Install Hivemaster kit: v 2.4 ~MSFM.TP2~ #0 #14 // Add Staff of Wizardry: v1.42 ~MSFM.TP2~ #0 #15 // Add custom inventory animation to the Staff of Wizardry: v1.42 ~MSFM.TP2~ #0 #16 // Add circlets: v1.42 ~MSFM.TP2~ #0 #17 // Add robe tweaks -> Add robes with original colorsets: v1.42 ~MSFM.TP2~ #0 #19 // Add Robes of Archimagi with colorsets from Mr. Pennyway's Cosmetic Changes mod: v1.42 ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #20 // Reveal City Maps -> Reveal Kuldahar, Easthaven & Lonleywood: 1.1 ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #30 // Pomab & Conlan sell Convenient Ammunition: 1.1 ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #32 // Emmerich sells +1 Convenient Ammunition: 1.1 ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #61 // Conlan sells Magic Clubs: 1.1 ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #35 // Orrick Sells All His Items: 1.1 ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #36 // No Save for Fire Arrows: 1.1 ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #70 // Jiedra and Doluv Bonus Merchants: 1.1 // Recently Uninstalled: ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #200 // Kit Tomes for IWDEE: 1.1 // Recently Uninstalled: ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #203 // Panver's Merchandise -> Panver Sells 06 Tome per Kit: 1.1 ~SARADAS_MAGIC/SARADAS_MAGIC.TP2~ #0 #0 // saradas_magic ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // 200: Stat & Saving Throw Table Tweaks: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // 210: Modified Hit Point Tables: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #220 // 220: Standardized XP Tables: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #230 // 230: Modified Spellcasting Tables: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #250 // 250: Weapon Proficiency Overhaul: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #300 // 300: Warrior Class Tweaks: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #320 // 320: Add the Corsair fighter kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #350 // 350: Add the Barbarian Ranger kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #400 // 400: Rogue Class Tweaks: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #410 // 410: Add the Sniper thief kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #455 // 455: Add the Loremaster bard kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #460 // 460: Add the Meistersinger bard kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #490 // 490: Monk Fist Tweaks: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #500 // 500: Divine Class Tweaks: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #510 // 510: Add the Moon Knight of Selune cleric kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #526 // 526: Add the Mistwalker of Leira cleric kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #530 // 530: Add the Darkcloak of Shar cleric kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #580 // 580: Druid Class Tweaks: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #586 // 586: Add the Purifier druid kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #588 // 586: Add the Elementalist druid kit: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #600 // 600: Wizard Class Changes: v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #680 // 680: Magic Resistance Overhaul (BETA. EXPERIMENTAL.): v3.2 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #690 // 690: Spell Saving Throw Standardization: v3.2
Whenever you start a wild mage, you have to choose Nahal's Reckless Dweomer (which is a WM-only spell, something that changes with component 600 for some reason) as one of your learned and memorised spells. You also get Chaos Shield and Improved Chaos Shield as spells already learned in your spellbook.
I really like the class changes to the mage and I'd hate to be unable to use it because of the bug above.
@Sereverus You could try this: open kitlist.2da in Near Infinity in BGEE, and find the kit you are using. The mod kits you have add should start at line 38 of that file. Now, you need to eliminate 3 mod kits between line 38 and the kit you are using.
So, let's say you're playing a Gallant bard. You could reinstall this mod but don't add the Corsair kit, and don't install the Rogue Tweaks (which adds the Scout and Jongleur kits). Now your Gallant should line up in the same position in both games, and it should (I think...) transfer.
The downside is, of course, you could not play a Corsair, Scout or Jongleur.
Unfortunately @subtledoctor, that didn't work either
@subtledoctor I think it must be, hopefully they can provide a fix, then again, even if I can't import, my EE Keeper works, so I can just save, modify, then play, right after the little intro scene, none of my stuff goes away, just the classification of the kit, everything, including innates stay
@subtledoctor The Generalist kit-exclusion flag at offset 0x1e doubles as a Wild-Mage spell-school flag, but only for the spells-known selection screen, not the spells-memorized selection screen. This was enough for BG2 and BG2EE, as you could not select spells to memorize at creation.
The Primary type(School) at offset 0x25 flags a spell for both spells-known and spells-memorized selection, Wild-Mage is value(10). This is needed for BGEE and IWDEE, since they must select spells to memorize at creation.
Larlochs shows up highlighted on the first screen to selection known spells because you have the generalist exclusion flag set at offset 0x1e. It is not highlighted on the second screen to select memorized spells because it is set as a Necromancy spell(7) at offset 0x25.
Your mod removes the Generalist kit-exclusion flag and sets the Primary type(school) entry to (0) for NRD, so it does not show up as a Wild-Mage spell at known-selection or memorized-selection.
I am not sure of your intention, however, setting NRD's Primary type(school) value back to (10) will force a wild mage to take it at level one. Larloch's will still be highlighted on the known-spell selection screen, but you will not be able to take it instead of NRD, but you could still take both. To my knowledge, you cannot restrict a Wild-Mage from learning a spell at character creation aside from removing it from selection for everyone.
Chaos Shields and NRD are granted automatically at level 1 for any kit with the Wild-Mages unusable hex value (0x8000000) in Kitlist.2da. The Wild-mages own entry here is unfortunately ignored and defaults back to 0x8000000.
@subtledoctor btw, would the Silkweaver of Sune class work in IWD:EE? i'm curious, cuz i' getting tired of playing baldurs after close to 100 hours >.<;
Why are the wizard kit restrictions so huge for Elves and Half-elves? The former can choose between WM, Enchanter and Diviner, while the latter get conjurers and transmuters. I thought they had a lot of invokers/evokers?
@subtledoctor Oh, interesting. By the way do you have any plans to make it so that Sob detects kits from bigger mods for elements such as weapon proficiencies? I have a couple of kits from Frosty Journey (Mystic Fire Knight, Shadoweir of Mielikki, Warrior of Suffering (paladin kits), Ice Guardian of Ulutiu and Frostpriest of Auril (clerics) and a few others and their profs didn't get updated. Doing it manually via NI is painful.
RE: elves and half-elves and the weird vanilla rules about specialist mages, Tome and Blood fixes this problem. Gnomes are hardcoded despite the numerous game file tables that claim otherwise. *grumbles* That being said, I'm not sure about the interactions between the current versions of TnB and SoB, so proceed with caution. The next release of Tome and Blood is vastly improving compatibility with SoB (as well as Spell Revisions, among others) so look for that when it releases too.
Yeah, you cannot restrict wild mages from selecting any spells that are selectable at character creation. I put in a request for an 'exclude wild mage' flag a long time ago.
@subtledoctor it doesn't seem to screw anything up for these kits, they progress according to your changes from what I can see. It's just that non-cleric custom kits don't receive the tweaks your mod adds (weapon proficiencies). Thanks for that WM fix!
@subtledoctor For clerics - Yes, that + favoured weapon progression. I'm referring to paladin, thief and fighter kits - they don't get updated, so you end up being able to put points in special and --- proficiencies.
Here's another thing I need to ask: according to SoB's readme file, Paladins can achieve ++++ in any weapon, but weapprofs.2da lists them with 3 in all weapon categories (+++) . Same about Rangers and their weapon section: they're meant to have 4 in "longsword, shortsword, scimitar, dagger, axe, spear, staff, and bows" but it's not reflected by that table. Am I misunderstanding something or?
@subtledoctor , in ToBEx and EE games, there is MGSRCREQ.2da that *claims* (I will beat the gnome illusionist hardcoding dead horse every opportunity I get) to allow you to specify available specialists for the various races. You need to edit both CLSRCREQ and MGSRCREQ to expand specialist availability.
(For real fun, there is some neat stuff you can do with it if you want multi-/dual- class elven or half-elven mages to use specialists instead of trueclass mages. This is beyond the scope of your question though...)
Comments
Especially the Luck bonus of the Gallant is gold...
On top of that, once I have to choose the memorised spells, none of the listed spells (regardless of choice) can be taken as it will ask me to choose a "must have" spell before proceeding....when none of them (even NRD) is seen as such!
I'd love to provide the screenshot of how it looks like, but my internet is barely functional until 25.07.
Here's my WEiDu log, keep in mind that I removed component 600 to see if it's the root of the problem.
~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #1 // Wild Mage Additions: Spellshaper Kit
~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #2 // Wild Mage Additions: Spellshaper - Avatar Change
~WILDMAGE/SETUP-WILDMAGE.TP2~ #0 #3 // Misc spell modifications
~SETUP-K9IWDEEKIT.TP2~ #0 #0 // Install IWD Enhanced Edition Kitpack Special Feature: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #2 // Install Mercenary: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #3 // Install Myrmidon: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #5 // Install Giant Killer: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #6 // Install Divinate of Mystra kit: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #7 // Install Divinate of Mielekki kit: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #8 // Install Divinate of Ilmater kit: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #16 // Install Monk of the Old Order: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #23 // Install Pest Controller kit: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #26 // Install Vermin Slayer kit: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #27 // Install Penalties for Cleric Kits: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #29 // Install Iceguardian of Ulutiu kit: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #30 // Install Icepriest of Auril kit: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #31 // Install additional dialogue for Icepriest of Auril: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #33 // Install Priest of Luthic kit: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #34 // Install Shaman of Gruumsh kit: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #36 // Install Druid Kit Penalties: v 2.4
~SETUP-K9IWDEEKIT.TP2~ #0 #37 // Install Hivemaster kit: v 2.4
~MSFM.TP2~ #0 #14 // Add Staff of Wizardry: v1.42
~MSFM.TP2~ #0 #15 // Add custom inventory animation to the Staff of Wizardry: v1.42
~MSFM.TP2~ #0 #16 // Add circlets: v1.42
~MSFM.TP2~ #0 #17 // Add robe tweaks -> Add robes with original colorsets: v1.42
~MSFM.TP2~ #0 #19 // Add Robes of Archimagi with colorsets from Mr. Pennyway's Cosmetic Changes mod: v1.42
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #20 // Reveal City Maps -> Reveal Kuldahar, Easthaven & Lonleywood: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #30 // Pomab & Conlan sell Convenient Ammunition: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #32 // Emmerich sells +1 Convenient Ammunition: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #61 // Conlan sells Magic Clubs: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #35 // Orrick Sells All His Items: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #36 // No Save for Fire Arrows: 1.1
~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #70 // Jiedra and Doluv Bonus Merchants: 1.1
// Recently Uninstalled: ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #200 // Kit Tomes for IWDEE: 1.1
// Recently Uninstalled: ~S9HOUSERULES/SETUP-S9HOUSERULES.TP2~ #0 #203 // Panver's Merchandise -> Panver Sells 06 Tome per Kit: 1.1
~SARADAS_MAGIC/SARADAS_MAGIC.TP2~ #0 #0 // saradas_magic
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // 200: Stat & Saving Throw Table Tweaks: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // 210: Modified Hit Point Tables: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #220 // 220: Standardized XP Tables: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #230 // 230: Modified Spellcasting Tables: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #250 // 250: Weapon Proficiency Overhaul: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #300 // 300: Warrior Class Tweaks: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #320 // 320: Add the Corsair fighter kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #350 // 350: Add the Barbarian Ranger kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #400 // 400: Rogue Class Tweaks: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #410 // 410: Add the Sniper thief kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #455 // 455: Add the Loremaster bard kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #460 // 460: Add the Meistersinger bard kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #490 // 490: Monk Fist Tweaks: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #500 // 500: Divine Class Tweaks: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #510 // 510: Add the Moon Knight of Selune cleric kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #526 // 526: Add the Mistwalker of Leira cleric kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #530 // 530: Add the Darkcloak of Shar cleric kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #580 // 580: Druid Class Tweaks: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #586 // 586: Add the Purifier druid kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #588 // 586: Add the Elementalist druid kit: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #600 // 600: Wizard Class Changes: v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #680 // 680: Magic Resistance Overhaul (BETA. EXPERIMENTAL.): v3.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #690 // 690: Spell Saving Throw Standardization: v3.2
Whenever you start a wild mage, you have to choose Nahal's Reckless Dweomer (which is a WM-only spell, something that changes with component 600 for some reason) as one of your learned and memorised spells. You also get Chaos Shield and Improved Chaos Shield as spells already learned in your spellbook.
I really like the class changes to the mage and I'd hate to be unable to use it because of the bug above.
The Generalist kit-exclusion flag at offset 0x1e doubles as a Wild-Mage spell-school flag, but only for the spells-known selection screen, not the spells-memorized selection screen. This was enough for BG2 and BG2EE, as you could not select spells to memorize at creation.
The Primary type(School) at offset 0x25 flags a spell for both spells-known and spells-memorized selection, Wild-Mage is value(10). This is needed for BGEE and IWDEE, since they must select spells to memorize at creation.
Larlochs shows up highlighted on the first screen to selection known spells because you have the generalist exclusion flag set at offset 0x1e. It is not highlighted on the second screen to select memorized spells because it is set as a Necromancy spell(7) at offset 0x25.
Your mod removes the Generalist kit-exclusion flag and sets the Primary type(school) entry to (0) for NRD, so it does not show up as a Wild-Mage spell at known-selection or memorized-selection.
I am not sure of your intention, however, setting NRD's Primary type(school) value back to (10) will force a wild mage to take it at level one. Larloch's will still be highlighted on the known-spell selection screen, but you will not be able to take it instead of NRD, but you could still take both. To my knowledge, you cannot restrict a Wild-Mage from learning a spell at character creation aside from removing it from selection for everyone.
Chaos Shields and NRD are granted automatically at level 1 for any kit with the Wild-Mages unusable hex value (0x8000000) in Kitlist.2da. The Wild-mages own entry here is unfortunately ignored and defaults back to 0x8000000.
Here's another thing I need to ask: according to SoB's readme file, Paladins can achieve ++++ in any weapon, but weapprofs.2da lists them with 3 in all weapon categories (+++) . Same about Rangers and their weapon section: they're meant to have 4 in "longsword, shortsword, scimitar, dagger, axe, spear, staff, and bows" but it's not reflected by that table. Am I misunderstanding something or?
(For real fun, there is some neat stuff you can do with it if you want multi-/dual- class elven or half-elven mages to use specialists instead of trueclass mages. This is beyond the scope of your question though...)