Hi guys. Really dumb question (doesn't seem like anyone else has asked it), but where is the innate ability to change kits for charname? I made a half-elf cler/mage and my innate ability button is still greyed out. Mod seems to be working fine otherwise (imoen is illusionist/thief now). Am I missing something obvious? Thanks.
@Zaghoul, sounds good. Out of curiosity, your innate ability button is where it usually is right? Bottom of the screen to the right hand side of the quick menu?
@subtledoctor I can't find an option to choose kits in the character generation menu. When I select cleric/mage, it jumps straight ahead to proficiency selection instead of going to the kit selection menu.
Changing Jaheira to a Druid seems to set her hit points to 12. Shouldn't those be 10? 8 from Druid, +2 from Constitution 17.
On the flip side, speccing someone to become a Dwarven Defender does not grant them the +2 additional hit points that it provides over regular Fighters.
Also, if I use the kit ability on Rasaad, it gives me Fighter options, not Monk options. Regardless of which option I choose, he becomes a regular unkitted Monk.
Is there a console command to take the kit ability away? I'll just don't use it on Rasaad and keep him as is.
Found another one. When using the ability on Minsc and choosing Trueclass (again just to get rid of the ability), he doesn't gain the +2 pips in TWF from being a Ranger, not does he gain any abilities to choose new proficiencies. It works fine if you make him an Archer.
Great mod - very smooth. I noticed that when I set Minsc to fighter - berserker, he picked up an extra proficiency slot when he dinged 3rd level. That is, I selected a proficiency slot through him through the normal level-up screen, but then the NPCs Enhanced For Everyone weapon proficiency ability button appears in his special abilities panel too. If I click it, it asks to select a 6th weapon proficiency when at 3rd level hes only supposed to have 5. Is this a bug or am I doing something wrong? Thanks
I'm not sure if there are any plans to update this mod.
If there are, perhaps it's useful to change the confirmation messages for weapon skills to "Advance to Proficiency (+) with this weapon." rather than something like "Advance to Proficiency (+) with clubs.".
If one of the mods modifies the weapon categories (such as Tweaks), then the confirmation lines utter seemingly random messages.
This is just the confirmation click. The weapon descriptions themselves are still accurate. Here's an example image to display the issue:
Hey, subtledoctor. Was anything ever done along the lines of a lore-friendly community-endorsed comprehensive set of NPC(-only) kits?
From reading forum history, I see that you and others talked about this some years ago, but then either nothing came of it or the work was redirected to general-purpose class/kit mods. Yes, your mod here is written to support this goal, but the kits themselves are squirreled away in various other mods. I have occasionally done some work on this myself but always got distracted or bogged down trying to unwind various kits from monolithic mods, so I thought I'd ask if anyone had ever released anything of this nature that I happened to not see.
There is also the kit tomes mod which gives you tomes that enable you to add kitd in-game as a reward for doing quests. I like it though the number of kits is limited.
If you have installed a kit through a mod, then keeper can be used to assign a kit to an NPC.
Comments
It's just for NPC's, not for your charname, so the ability will not show up.EDIT: Scratch that. So it does, sorry.
Am I misreading this then?
On the flip side, speccing someone to become a Dwarven Defender does not grant them the +2 additional hit points that it provides over regular Fighters.
Also, if I use the kit ability on Rasaad, it gives me Fighter options, not Monk options. Regardless of which option I choose, he becomes a regular unkitted Monk.
Is there a console command to take the kit ability away? I'll just don't use it on Rasaad and keep him as is.
Found another one. When using the ability on Minsc and choosing Trueclass (again just to get rid of the ability), he doesn't gain the +2 pips in TWF from being a Ranger, not does he gain any abilities to choose new proficiencies. It works fine if you make him an Archer.
If there are, perhaps it's useful to change the confirmation messages for weapon skills to "Advance to Proficiency (+) with this weapon." rather than something like "Advance to Proficiency (+) with clubs.".
If one of the mods modifies the weapon categories (such as Tweaks), then the confirmation lines utter seemingly random messages.
This is just the confirmation click. The weapon descriptions themselves are still accurate. Here's an example image to display the issue:
THE SAME WITH ME
From reading forum history, I see that you and others talked about this some years ago, but then either nothing came of it or the work was redirected to general-purpose class/kit mods. Yes, your mod here is written to support this goal, but the kits themselves are squirreled away in various other mods. I have occasionally done some work on this myself but always got distracted or bogged down trying to unwind various kits from monolithic mods, so I thought I'd ask if anyone had ever released anything of this nature that I happened to not see.
If you have installed a kit through a mod, then keeper can be used to assign a kit to an NPC.