Changing Kits via EEKeeper or Mods
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So, which is the best way to change an NPC's Kit, with EEKeeper or Mods? If EEKeeper, then how exactly do you get all of the benefits from that kit to work. I'm wanting to change Hexxat to a Shadowdancer, and Minsc to a Berserker (Fighter). I also want to change some BG1 NPCs to a Kit.
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EEkeeper is very easy to use, to add or remove something is not rocket science, the problem is to know what to add and what to remove.
When I change an NPC usually I create a fake charname with the class or kit that I want and with the same CON for the HP if the NPC will change his class, level him to mach the NPC level in that class or kit and save.
Then I open in EEkeeper (I use SKeeper but I think they work the same) both the saves and then is a simple copy and paste or remove to mach in the changedNPC save what is in the fake charname save.
In the past I had the idea to create a charname wild sorcerer, the 2 most powerful casters in one.
Then I asked myself what was the point of it. The wild mage is so strong because he can cast every spell he knows without memorizing it, with a lev1 spell, at the price of a possible wild surge. The sorcerer can naturally cast every spell he knows without memorizing it, multiple times, but the number of spells he knows is limited and can not be expanded reading scrolls, using the dweomer he can cast only what he can naturally cast without. I see some advantages like to cast a spell of a certain level also if he used all that level before or using the lev 1 to cast spells of lev 8 or 9. But since a wild mage must have a high level to cast dweomers without to much risk of a bad surge and at that level the sorc, with PI, wish and spell trap, can have almost infinite spells it seems to me that the wild sorcerer melts together the minus of both classes and not the plus.
Since I did not try it in the real game my opinion can be wrong, so I am interested in the opinion of who actually did try it.
That's your mistake
I think so.