The reason I asked that in the first place was because I tried with a wild mage/thief and it displayed correctly. I guess because the game treats that as something between a class and a kit (similar to barbarian) it's an exception.
I actually meant the part in the lower right where it says Fighter/Thief. I mainly wondered because with Wild Mage/Thief that part updates correctly. It's a small detail that doesn't really matter.
Is there a particular reason i can't make Ajantis a Cavalier or Inquisitor?
If you are really wanting to, there is always EE Keeper.
If you are adding or changing a kit using EE Keeper, you need to change it first under Characteristics and then go to inate spells, delete the current kit and select the new one.
Paladins are straightforward, clerics less so, but both doable.
Is there a particular reason i can't make Ajantis a Cavalier or Inquisitor?
If you are really wanting to, there is always EE Keeper.
If you are adding or changing a kit using EE Keeper, you need to change it first under Characteristics and then go to inate spells, delete the current kit and select the new one.
Paladins are straightforward, clerics less so, but both doable.
True, just curious if it's an oversight as everyone else seems to have a chance to get a kit
Ok that's strange, everyone else has the icon to change kit that I have tried apart from him, it's not a problem I decided not to take him for other reasons.
Not wasted. However I have had a thought. Do you need modmerge, and if so have you run it? If you have had a game update since then, you might need to run it again.
Can't turn mazzy into a paladin. looking at the paladin.tpa file WRITE_BYTE 0x273 8 // sets class I have changed it to 6 and it worked but now the weapon profs. are off. She still has GM on short bows.
I could not get the mod to change a class to a kit. Beamdog direct game Added DR with Nightcloak of Shar Added this mod last Added option to change kits
Nothing changes in game to Viconia. New game and had not been to her area. Nightcloak was listed as a cleric kit for making a new character
Even using EEKeeper to change it to Nightcloak, nothing changes on her.
I could not get the mod to change a class to a kit. Beamdog direct game Added DR with Nightcloak of Shar Added this mod last Added option to change kits
Nothing changes in game to Viconia. New game and had not been to her area. Nightcloak was listed as a cleric kit for making a new character
Even using EEKeeper to change it to Nightcloak, nothing changes on her.
What do you reckon is up with this?
Using EE Keeper did you change her kit under innate spells as well as under characteristics? You need to do both.
@Wise_Grimwald Forgot that, thanks. Shoot, I tried that as well but she just stays a base cleric. Bummer. Now she can't wear armor and Xzar can, crazy mess it is. I don't have any mod letting arcane users wear armor checked, as I knew that was buggy already.
@Wise_Grimwald Forgot that, thanks. Shoot, I tried that as well but she just stays a base cleric. Bummer. Now she can't wear armor and Xzar can, crazy mess it is. I don't have any mod letting arcane users wear armor checked, as I knew that was buggy already.
Glad that I don't have that problem. The only problem that I have is that items from Dark Horizons can't be used by clerics. (Flails and Armour) I suppose that I could rectify that with NearInfinity but don't think that it is worth the effort. Near Infinity might be the answer to your problems though. (Not as user friendly as EE Keeper, but you can do more with it.)
EDIT Are you aware that the extra spells are on your Inate Spells menu, not under Priest Spells? Just checking. I expect that you are.
@Wise_Grimwald Yeah, things can get a bit 'squirrely' at times with adding and removing mods. Yup, I saw the innate spells thing. I looked at NI once, more than my capability and concentration can do at the moment though. Guess I'll be off ol Viccy for a while. Tome and Blood left residuals as well with that innate cantrip thing on specialists.
I need like two setups, one for testing mods and one for Sunday best.
Hello, just reading about this and I wanted to ask if you have considered including one of the components from Lvl1NPCs into NPC_EE:
"Joinable NPCs more closely match the PC's experience - "
I always found it annoying to have joining NPCs much more powerful (or less) than the main character, so that functionality of the old Lvl1NPCs was a godsend.
When i try ti add kit to my ranger / cleric multi it makes me select a cleric kit, not a ranger kit. In the readme it states that i should be able to pick ranger kit. Error?
Comments
Sorry that I got the gender wrong. I was just doing it quickly.
It writes the kit correctly at the left, but not on the right.
Is there a particular reason i can't make Ajantis a Cavalier or Inquisitor?
If you are adding or changing a kit using EE Keeper, you need to change it first under Characteristics and then go to inate spells, delete the current kit and select the new one.
Paladins are straightforward, clerics less so, but both doable.
BG2EE fresh install
Beamdog direct game
Added DR with Nightcloak of Shar
Added this mod last
Added option to change kits
Nothing changes in game to Viconia. New game and had not been to her area. Nightcloak was listed as a cleric kit for making a new character
Even using EEKeeper to change it to Nightcloak, nothing changes on her.
What do you reckon is up with this?
Shoot, I tried that as well but she just stays a base cleric. Bummer. Now she can't wear armor and Xzar can, crazy mess it is. I don't have any mod letting arcane users wear armor checked, as I knew that was buggy already.
EDIT
Are you aware that the extra spells are on your Inate Spells menu, not under Priest Spells? Just checking. I expect that you are.
Tome and Blood left residuals as well with that innate cantrip thing on specialists.
I need like two setups, one for testing mods and one for Sunday best.
"Joinable NPCs more closely match the PC's experience - "
I always found it annoying to have joining NPCs much more powerful (or less) than the main character, so that functionality of the old Lvl1NPCs was a godsend.
1) Multiclassed Imoen shouldn't be Half-elf, but Human;
2) Multiclassed Imoen starts with zero spell slots.
Yes I know: some mods are written specifically in order to break them, but if it is not necessary, why do it?