@Abdel_Adrian I apologize but that compatibility stuff had some bugs. I'm attaching an updated version. You don't have to change anything in your code, only switch out the files it added to /lib for the ones in this .zip.
Hi, i'll just be direct but you do know that Half-elves can also become Bladesingers, right?, i'm saying this because back the first page of this post you typed that this mod was, and i quote " inspired by The Complete Book of Elves, Elves of Evermeet, and other 2nd edition handbooks", but those same books stated that Half-elves can ALSO be trained as Bladesingers, with that in mind i find it weird that this mod excludes them for some reason. Don't take this the wrong way, i'm only posting because i find it weird to exclude a race that canonically is a viable choice for a class, specially since this is a mod that supposedly is lore-friendly.
Hi, i'll just be direct but you do know that Half-elves can also become Bladesingers, right?, i'm saying this because back the first page of this post you typed that this mod was, and i quote " inspired by The Complete Book of Elves, Elves of Evermeet, and other 2nd edition handbooks", but those same books stated that Half-elves can ALSO be trained as Bladesingers, with that in mind i find it weird that this mod excludes them for some reason. Don't take this the wrong way, i'm only posting because i find it weird to exclude a race that canonically is a viable choice for a class, specially since this is a mod that supposedly is lore-friendly.
If you're referring to 3E and later Bladesinger, you are correct. But the 2E Complete Book of Elves states rather plainly that Bladesinging is never taught to non-elves, not even half-elves or Drow. I based my kits on 2E as much as possible.
So what? those are just a guideline not a imposed rule, also Baldur's Gate is based (read as in takes place) in the Forgotten Realms and in the realms half-elven Bladesingers do exist and have existed as early as 2nd edition last time i checked, plus this is a mod is as simple as changing the race restriction and some lines of text, also and this one is for you subtledoctor what's your deal against half-elves, i still remember the last time i even made a comment about this same issue in other post you also came in to shut me down without provocation i mean what the hell man?
@marcialhd This is nothing against you, I was just refuting your original point. If you can reference any half-elven Bladesingers in any pre 3E game or literature, please enlighten me because I'd actually be very interested in learning about that. As for your other points, you're right that the books are mere guidelines (although "never" was italicized when referring to the frequency of non-elven Bladesingers) and that with this mod I could create whatever I want. That is what I've done. I like the lore of 2E and of the purely elven art. If you'd like me to show you how to enable a half-elven Bladesinger in your own game, I'd be more than happy to, but I'm not convinced to add more races to this kit in my own mod. I encourage you to try convince me though. This is a friendly debate I'd be happy to have and we may each change some opinions.
sorry the last part was for subtledoctor not you, and yes i would like i you could tell me how to enable a half-elf bladesinger in my game but please bear in mind that i do not know anything about modding, also i you could tell me how to edit class/race/kits description i would be very grateful
also i wanted to say something but i forgot i tried your mod once 2 weeks ago but for some reason the eldritch knight kit which the readme says is supposedly is available for half-elves and humans alongside elves for some reason only appears as an option for elves in the creation menu, do you know what happens?
sorry the last part was for subtledoctor not you, and yes i would like i you could tell me how to enable a half-elf bladesinger in my game but please bear in mind that i do not know anything about modding, also i you could tell me how to edit class/race/kits description i would be very grateful
@marcialhd I use a program called Dragonlance Total Conversion Editor Pro (DLTCEP). Upon installing DLTCEP, go to 'Settings > Change Settings,' set up the location of chitin.key (will look something like c:\beamdog\games\00783\chitin.key, depends on where you installed your game.) 00766 is BGEE, 00783 is BG2EE, 00798 is IWDEE, 00806 is SoD, 00827 is PSTEE. After DLTCEP is set up, go to 'Edit > Tables (2DA),' and search for CLSRCREQ (This is the Class Race Requirement two-dimensional array). Find the Bladesinger row and the half-elf column and change the 0 to a 1. Save this in your games override file. That should be everything, let me know if you have any trouble.
also i wanted to say something but i forgot i tried your mod once 2 weeks ago but for some reason the eldritch knight kit which the readme says is supposedly is available for half-elves and humans alongside elves for some reason only appears as an option for elves in the creation menu, do you know what happens?
So what? those are just a guideline not a imposed rule, also Baldur's Gate is based (read as in takes place) in the Forgotten Realms and in the realms half-elven Bladesingers do exist
Not in AD&D2, they don't. A lot of stuff was changed in 3.X.
sorry the last part was for subtledoctor not you, and yes i would like i you could tell me how to enable a half-elf bladesinger in my game but please bear in mind that i do not know anything about modding, also i you could tell me how to edit class/race/kits description i would be very grateful
@marcialhd I use a program called Dragonlance Total Conversion Editor Pro (DLTCEP). Upon installing DLTCEP, go to 'Settings > Change Settings,' set up the location of chitin.key (will look something like c:\beamdog\games\00783\chitin.key, depends on where you installed your game.) 00766 is BGEE, 00783 is BG2EE, 00798 is IWDEE, 00806 is SoD, 00827 is PSTEE. After DLTCEP is set up, go to 'Edit > Tables (2DA),' and search for CLSRCREQ (This is the Class Race Requirement two-dimensional array). Find the Bladesinger row and the half-elf column and change the 0 to a 1. Save this in your games override file. That should be everything, let me know if you have any trouble.
just 2 things.
1. i have the steam version of the games, could that be a problem?
2. with that same tool can i also edit class/kit descriptions?
i also forgot i'm using the modmerge tool in bgee becacuse otherwise mods wouldn't work in SoD and i get a bug with text and descriptions, would that cause problems too?
subtledoctor what's your deal against half-elves, i still remember the last time i even made a comment about this same issue in other post you also came in to shut me down without provocation i mean what the hell man?
I have no deal against half-elves. I guess that, as they are broken out as a specific distinct set of characters, I would prefer that people exercise some creativity and give them some specific, special characteristics. My mod actually does that, making CHA very powerful and giving half-elves a bonus to CHA that neither parent race gets. That strikes me as more interesting than saying "well, you've got some elf genes, so you can be in this special elf club" the way 3E does. (I honestly don't understand it... if Bladesingers aren't restricted to elves, why should they be restricted at all? Why not human or halfling Bladesingers? Except, there is an answer, which @Abdel_Adrian posted above.)
As for shutting anyone down, you asked why it's not there and I answered. You also insinuated that the mod was not true to the source material, which is not very nice, and is also incorrect, because it is far truer to the source material than most (certainly moreso than anything I've done), and I think @Abdel_Adrian deserves credit for that.
i never insulted @Abdel_Adrian and as for what i said about the mod not being lore-friendly i did mention "the last time i checked" my only mistake was not typing "but i could be wrong" or "i may remember incorrectly".
also about the half-elf part you say you want people to be "original" or "creative" when playing them could you be more specific because frankly i'm not following, could you tell me what would YOU do to make them different from their parent races?, how would you play them from a strictly roleplay perspective?.
at last which mod of yours are you talking about? because i do not know it.
as for what i said about the mod not being lore-friendly i did mention "the last time i checked" my only mistake was not typing "but i could be wrong" or "i may remember incorrectly".
You were mistaken in that very specific point, but that's not the end of the world. I hardly expect anyone to keep straight the details of every 25-year-old D&D splatbook. I just happened to have an independent recollection on this point, because I have coded my own version of this kit (twice). But like I say, you were not wrong in the broader sense - some game versions do allow half-elf Bladesingers. Just not the particular version that was the inspiration for this particular mod.
also about the half-elf part you say you want people to be "original" or "creative" when playing them could you be more specific because frankly i'm not following, could you tell me what would YOU do to make them different from their parent races?,
Not players. I think authors and game devs should be more creative. The average D&D book (including the Complete Book of Elves) basically just shrugs and says "half-elves have no advantages or disadvantages." Baldur's Gaye treats them as "humans who can multiclass." The signature half-elf in these games, who accompanies you through the entire journey, who has the longest and most in-depth "romance" dialogue tree, barely mentions her parentage or what it means to her.
It's a huge missed opportunity, hugely disappointing. In one version of one of my mods, I made the Spellfilcher mage/thief kit for half-elves only. The idea being these guys are outcasts, spurned by two cultures, and they turn to being sneaky and the most skilled magical pilferers, someone both elven archmages and human wizards justly fear. Players didn't like the kit being so restricted so I opened it up, but it would be nice if the people who are paid to be creative with this stuff would step up their game a bit. Read Dragons of Autumn Twilight and the other Dragonlance novels focusing on Tanis Half-Elven, it was a really well-developed character. The new saccharine-sweet "everyone loves half-elves" thing from WotC is pathetic, just throwing away opportunities for good dramatic storytelling.
sorry the last part was for subtledoctor not you, and yes i would like i you could tell me how to enable a half-elf bladesinger in my game but please bear in mind that i do not know anything about modding, also i you could tell me how to edit class/race/kits description i would be very grateful
@marcialhd I use a program called Dragonlance Total Conversion Editor Pro (DLTCEP). Upon installing DLTCEP, go to 'Settings > Change Settings,' set up the location of chitin.key (will look something like c:\beamdog\games\00783\chitin.key, depends on where you installed your game.) 00766 is BGEE, 00783 is BG2EE, 00798 is IWDEE, 00806 is SoD, 00827 is PSTEE. After DLTCEP is set up, go to 'Edit > Tables (2DA),' and search for CLSRCREQ (This is the Class Race Requirement two-dimensional array). Find the Bladesinger row and the half-elf column and change the 0 to a 1. Save this in your games override file. That should be everything, let me know if you have any trouble.
just 2 things.
1. i have the steam version of the games, could that be a problem?
2. with that same tool can i also edit class/kit descriptions?
i also forgot i'm using the modmerge tool in bgee becacuse otherwise mods wouldn't work in SoD and i get a bug with text and descriptions, would that cause problems too?
[/spoiler]1. Yes, it could, maybe. I haven't used the Steam version so I can't advise, although I know there are threads on the topic.
2. Enhhhh....let's just say no. DLTCEP is really not the tool to mod strings/string references, you want something like WeiDU for that. And again, other threads could help you on this topic more than I could.
I also can't advise on any kind of mod merge tool or how that may affect you, however, you don't have to worry about anything text related if all you're doing is enabling new class-race combos. That just alters a single 2da file, not the dialog.tlk that contains all the strrefs.
As for the Eldritch Knight only being available to elves and not half-elves, it would appear you are correct. Thanks for pointing this out, it will be fixed in the next patch.
@Abdel_Adrian, other mods have introduced Ion stones (Southern Edge, Shadow Adept) . What would it take to get them to use the mod you have here for have the stone effect without using the helmet slot?
@Abdel_Adrian, other mods have introduced Ion stones (Southern Edge, Shadow Adept) . What would it take to get them to use the mod you have here for have the stone effect without using the helmet slot?
The short answer is: a lot.
The problem with my mod is that I overwrote the .itm files with my own of the same file name. A core change also added an ability to cast a custom spell which summons the ioun stone back to you, but identified - this is now a completely custom .itm file with a unique file name.
In order to improve this component I would have to be able to edit the items with WeiDU rather than overwrite them. Likewise I'm sure there is a way to return the ioun stone to you identified without requiring a separate .itm file, but these changes are beyond my experience. Someone more experienced than myself could probably even figure out the issue with the stones that increase HP not saving/loading properly.
I actually think a mod that achieves what mine does, albeit in a much more compatible way, should be included in @CamDawg 's Tweaks Anthology under Rule Changes, as it brings the game closer to PnP, but I lack both the skills to improve this mod and the time to learn.
If any modders wanted to improve upon my work I would be happy to share credit with them.
Mod looks good. I want to try either a Knight or a War Wizzy. Was just wondering if I could get a few more details.
Knights get a boost to abjuration and evocation in return for "comparatively small number of spells" and sorcerer-like memorization scheme. Can we get a more exact description of what this means? Are they essentially int based sorcerers with a free boost to abj and evo? How many spells can they actually cast and how many can they memorize?
For War Wizards, what does "Increased Fatigue" actually mean? Is this character going to be tired in 12 hours instead of 24? Is it more detrimental?
@marc5477 Eldritch Knights get no "boost" to abjuration/evocation, the text just says that is what they focus on. Those are pretty typical gish schools. The rest is flavor text as well - they are fighter/mages, not sorcerers. They use INT like all mages and cast them with a 'spellbook' like all mages. Their memorization is no different than any F/M. Their spells/day is actually that of a specialist mage (like all my F/M kits) for no other reason that that is the default way the engine responds to a kit being applied to a mage whether it's a specialist or a F/M. As you can see, the actual [dis]advantages are listed under [dis]advantages; the class description is just flavor text to help picture the typical character of that class, consistent with all the standard kits, but it never contradicts the actual abilities of the class. Increased fatigue refers to the rate at which the War Wizard becomes fatigued, i.e. they will fatigue earlier than normal. I can't give a number because it's based on CON. Fatigue is fatigue, afaik; the penalties are the same and I did not attempt to change this.
@subtledoctor That's awesome! I haven't had as much time to mod as I'd like but I'll have to try this out. I hate having those extra spell slots when my kitted F/Ms should probably have spell penalties instead. Thanks.
Hey, made an account just to comment here; I'm not sure if this is an issue with how I installed, or an issue with the event or how it triggers, but I cannot get the armor/weapon from the Abyss for the Abyssal Fighter when starting in Bg2EE. @Abdel_Adrian This is in SoA (though I also couldn't get it in Black Pits either) and I was wondering if there's a way that could be worked out?
@PinkSkie1 That's working as intended. The abyssal warrior only gets their class weapon and armor at level 1. It's powerful at level 1 but not so much by BG2EE.
Any chance of a list of where the items this mod adds are located? (Found more than a few of course, but some I've not come across yet and wonder if perhaps I missed out). Readme is excellent for the kits...not so much for the items added.
Comments
As for your other points, you're right that the books are mere guidelines (although "never" was italicized when referring to the frequency of non-elven Bladesingers) and that with this mod I could create whatever I want. That is what I've done. I like the lore of 2E and of the purely elven art. If you'd like me to show you how to enable a half-elven Bladesinger in your own game, I'd be more than happy to, but I'm not convinced to add more races to this kit in my own mod. I encourage you to try convince me though. This is a friendly debate I'd be happy to have and we may each change some opinions.
00766 is BGEE, 00783 is BG2EE, 00798 is IWDEE, 00806 is SoD, 00827 is PSTEE.
After DLTCEP is set up, go to 'Edit > Tables (2DA),' and search for CLSRCREQ (This is the Class Race Requirement two-dimensional array). Find the Bladesinger row and the half-elf column and change the 0 to a 1. Save this in your games override file. That should be everything, let me know if you have any trouble.
1. i have the steam version of the games, could that be a problem?
2. with that same tool can i also edit class/kit descriptions?
i also forgot i'm using the modmerge tool in bgee becacuse otherwise mods wouldn't work in SoD and i get a bug with text and descriptions, would that cause problems too?
also about the half-elf part you say you want people to be "original" or "creative" when playing them could you be more specific because frankly i'm not following, could you tell me what would YOU do to make them different from their parent races?, how would you play them from a strictly roleplay perspective?.
at last which mod of yours are you talking about? because i do not know it.
[spoiler] [/spoiler]1. Yes, it could, maybe. I haven't used the Steam version so I can't advise, although I know there are threads on the topic.
2. Enhhhh....let's just say no. DLTCEP is really not the tool to mod strings/string references, you want something like WeiDU for that. And again, other threads could help you on this topic more than I could.
I also can't advise on any kind of mod merge tool or how that may affect you, however, you don't have to worry about anything text related if all you're doing is enabling new class-race combos. That just alters a single 2da file, not the dialog.tlk that contains all the strrefs.
As for the Eldritch Knight only being available to elves and not half-elves, it would appear you are correct. Thanks for pointing this out, it will be fixed in the next patch.
The problem with my mod is that I overwrote the .itm files with my own of the same file name. A core change also added an ability to cast a custom spell which summons the ioun stone back to you, but identified - this is now a completely custom .itm file with a unique file name.
In order to improve this component I would have to be able to edit the items with WeiDU rather than overwrite them. Likewise I'm sure there is a way to return the ioun stone to you identified without requiring a separate .itm file, but these changes are beyond my experience. Someone more experienced than myself could probably even figure out the issue with the stones that increase HP not saving/loading properly.
I actually think a mod that achieves what mine does, albeit in a much more compatible way, should be included in @CamDawg 's Tweaks Anthology under Rule Changes, as it brings the game closer to PnP, but I lack both the skills to improve this mod and the time to learn.
If any modders wanted to improve upon my work I would be happy to share credit with them.
Knights get a boost to abjuration and evocation in return for "comparatively small number of spells" and sorcerer-like memorization scheme. Can we get a more exact description of what this means? Are they essentially int based sorcerers with a free boost to abj and evo? How many spells can they actually cast and how many can they memorize?
For War Wizards, what does "Increased Fatigue" actually mean? Is this character going to be tired in 12 hours instead of 24? Is it more detrimental?
Thanks in advance.
As you can see, the actual [dis]advantages are listed under [dis]advantages; the class description is just flavor text to help picture the typical character of that class, consistent with all the standard kits, but it never contradicts the actual abilities of the class.
Increased fatigue refers to the rate at which the War Wizard becomes fatigued, i.e. they will fatigue earlier than normal. I can't give a number because it's based on CON. Fatigue is fatigue, afaik; the penalties are the same and I did not attempt to change this.