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[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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  • megas_archonmegas_archon Member Posts: 4
    When installing version 3.2.4, any component, with no other mods installed, the game will crash when selecting a multiclass at character creation.
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  • AquadrizztAquadrizzt Member Posts: 1,065
    Uhhhhh... @megas_archon, what game and version are you using?

    The latest update to QDMULTI is working according to @Abdel_Adrian , so I'm not sure what could be causing this.
  • megas_archonmegas_archon Member Posts: 4
    @Aquadrizzt BG:EE version 2.3.67.3.

    @subtledoctor Yes even installing the Quickstride toggle and no other components will cause a crash on selecting a multiclass.

    If the multiclass component is installed choosing a mage/thief will work and allow the loremaster or ranger/thief to be selected. Additionally, if an elf choosing a fighter/thief will allow a bladesinger to be selected. However, the multiclasses not added with the mod will cause a crash (i.e. a dwarf fighter/cleric or a human fighter/mage)
  • AquadrizztAquadrizzt Member Posts: 1,065
    I'm going to assume it has to do with the initialization of the kit tables, then. I'll look into this.
  • AquadrizztAquadrizzt Member Posts: 1,065
    Okay @subtledoctor , I've posted a slight change to the QDMULTI set-up on its GitHub page. The kit table is taken directly from the game files. If this doesn't fix this issue, I'm not sure what will.
  • kjeronkjeron Member Posts: 2,367
    @Aquadrizzt Need to remove the empty line between "****" and " KIT":
    <<<<<<<< qd_blank_k_x_x_inline.2da
    2DA V1.0
    ****
    
    		KIT
    1		0
    >>>>>>>>
    ->
    <<<<<<<< qd_blank_k_x_x_inline.2da
    2DA V1.0
    ****
    		KIT
    1		0
    >>>>>>>>
    It's amazing, almost any other incorrect formatting of these files just gets them ignored, except for an extra newline.
    Abdel_Adrian
  • AquadrizztAquadrizzt Member Posts: 1,065
    @kjeron, thanks! That is quite bizarre. You can abuse .2das to the end of the earth, but they break with that of all things...
  • kjeronkjeron Member Posts: 2,367
    @Aquadrizzt The inline CLAB file for clabma01.2da needs that same empty line removed as well. It will cause a crash at game-launch. Fortunately, the file is already present in all v2.0+ games, so the code isn't being run.
  • AquadrizztAquadrizzt Member Posts: 1,065
    @kjeron, fixed and thanks.
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    Djinn
  • rapsam2003rapsam2003 Member Posts: 1,636

    So I think the best method is to simply have the bards' table match the wizard table, but have bards be 2 levels behind.

    I mean, this is basically what 3.5E did. Bards got a maximum of 6th level spells. But their songs made up for it.
  • bhill17bhill17 Member Posts: 10
    I have a question with Bards I was just about to start a new playthrough but for some reason my bard cannot learn spells from the evocation or conjuration sphere of spells. I am not sure if this is from this mod or from tome of blood
  • [Deleted User][Deleted User] Posts: 0
    edited January 2017
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  • bhill17bhill17 Member Posts: 10
    Ok was just making sure that I didn't mess anything up. although I am going to have to be more creative with how I play now so that could be interesting
  • bhill17bhill17 Member Posts: 10
    edited January 2017
    You know an idea to maybe shake up the bard is maybe every few levels (maybe 3 or 5). have them be able to choose between getting a rogue feat to increase their martial or thievery abilities or an extra spell of any arcane school. I don't how balanced that is honestly but it would provide that jack of all trades feel
    rapsam2003
  • rapsam2003rapsam2003 Member Posts: 1,636
    That's clever! I like it, @bhill17!
    bhill17
  • GawainBSGawainBS Member Posts: 523
    edited January 2017
    Letting Bards specialise in weapons seems like a sensible move. (How would it work with the reviewed proficiencies in SoB?)
    Not sure how technically feasible it is, but what if you made up the restricted spell access with access to some divine spells, like in 3.5? It would help solidifying their niche.
    For thief skills, and this is very personal: if they would get Detect Traps & Lockpick, I think I'd never use another Thief again. It would make them better thieves and improve on their "one-person army" idea. (Again, personally, but I prefer Pickpocket over Stealth. Never, ever seriously used or considered Stealth, since every rat & fly around can detect a 150% stealth user, apparently...)

    Also, what are the next things you're going to tackle? I'd like to start a new BGII game, but you keep adding cool stuff, so I keep delaying... :smiley:
  • [Deleted User][Deleted User] Posts: 0
    edited January 2017
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  • GawainBSGawainBS Member Posts: 523
    Cool. Regarding the Bard spells: I was raised on Third Edition, so that explains my thinking. Every Bard in all later editions had spells in the same vein. I know, this is BG, which uses AD&D 2nd Edition, but hey. :)
    Some Bards, like the Skald, have a more Divine/Tribal feeling, IMO.
  • bhill17bhill17 Member Posts: 10
    GawainBS said:

    Letting Bards specialise in weapons seems like a sensible move. (How would it work with the reviewed proficiencies in SoB?)
    Not sure how technically feasible it is, but what if you made up the restricted spell access with access to some divine spells, like in 3.5? It would help solidifying their niche.
    For thief skills, and this is very personal: if they would get Detect Traps & Lockpick, I think I'd never use another Thief again. It would make them better thieves and improve on their "one-person army" idea. (Again, personally, but I prefer Pickpocket over Stealth. Never, ever seriously used or considered Stealth, since every rat & fly around can detect a 150% stealth user, apparently...)

    Also, what are the next things you're going to tackle? I'd like to start a new BGII game, but you keep adding cool stuff, so I keep delaying... :smiley:

    I keep delaying too on starting a new playthough for the same reason too
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    bhill17
  • bhill17bhill17 Member Posts: 10

    I would go ahead and play as soon as the next beta of FnP is ready.

    Well, I might issue a relatively minor update to MnG but that will be very soon. And hopefully there should be a small update to TnB as well. ('Level 1 Cantrips' breaks Identify, but I'm working on a fix.)

    But I'd say, probably in a week or two.

    You are fine I was more commenting on how these mods are now required for me to do a proper playthrough because it is great
    [Deleted User]Wowo
  • ZerguuZerguu Member Posts: 37
    edited February 2017
    Hexblade and Gallant seems to have almost no new fits/skills/abilities after 6 level (besides weapon prof and hp). At list Blade is getting his thief skills. Ideally it would be nice to get something new every now and then(same way as Soulblade gets his psionics and Corsair gets his thief abilities) .

    Also demibard kits can dual? Hexblade/Cleric or Hexblade/Druid would be too strong.
    Post edited by Zerguu on
  • GawainBSGawainBS Member Posts: 523
    Zerguu said:



    Also demibard kits can dual? Hexblade/Cleric or Hexblade/Druid would be too strong.

    Since this is (mostly) a singleplayer game, the best solution would be to not use that combo then.
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    edited February 2017
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    Post edited by [Deleted User] on
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    edited February 2017
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    Post edited by [Deleted User] on
    bhill17
  • TristeluneTristelune Member Posts: 12
    Sweet, you fixed the multiclass issue :smile: Thank you!
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